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1 /*
2  *  Empire - A multi-player, client/server Internet based war game.
3  *  Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
4  *                           Ken Stevens, Steve McClure
5  *
6  *  This program is free software; you can redistribute it and/or modify
7  *  it under the terms of the GNU General Public License as published by
8  *  the Free Software Foundation; either version 2 of the License, or
9  *  (at your option) any later version.
10  *
11  *  This program is distributed in the hope that it will be useful,
12  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
13  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  *  GNU General Public License for more details.
15  *
16  *  You should have received a copy of the GNU General Public License
17  *  along with this program; if not, write to the Free Software
18  *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
19  *
20  *  ---
21  *
22  *  See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23  *  related information and legal notices. It is expected that any future
24  *  projects/authors will amend these files as needed.
25  *
26  *  ---
27  *
28  *  ship.c: Do production for ships
29  * 
30  *  Known contributors to this file:
31  *     Dave Pare, 1986
32  *     Steve McClure, 1996
33  */
34
35 #include "misc.h"
36 #include "var.h"
37 #include "sect.h"
38 #include "nat.h"
39 #include "ship.h"
40 #include "var.h"
41 #include "news.h"
42 #include "file.h"
43 #include "product.h"
44 #include "land.h"
45 #include "xy.h"
46 #include "nsc.h"
47 #include "optlist.h"
48 #include "player.h"
49 #include "update.h"
50 #include "common.h"
51 #include "subs.h"
52 #include "gen.h"
53 #include "lost.h"
54 #include "budg.h"
55
56 #ifndef MIN
57 #define MIN(x,y)        ((x) > (y) ? (y) : (x))
58 #endif
59
60 static int shiprepair(register struct shpstr *, struct natstr *,
61                       int *, int);
62 static void upd_ship(register struct shpstr *, register int,
63                      struct natstr *, int *, int);
64
65 int
66 prod_ship(int etus, int natnum, int *bp, int build)
67                 /* build = 1, maintain = 0 */
68 {
69     register struct shpstr *sp;
70     struct natstr *np;
71     int n, k = 0;
72     int start_money;
73     int lastx = 9999, lasty = 9999;
74
75     bp_enable_cachepath();
76     for (n = 0; NULL != (sp = getshipp(n)); n++) {
77         if (sp->shp_own == 0)
78             continue;
79         if (sp->shp_own != natnum)
80             continue;
81         np = getnatp(sp->shp_own);
82         start_money = np->nat_money;
83         if (lastx == 9999 || lasty == 9999) {
84             lastx = sp->shp_x;
85             lasty = sp->shp_y;
86         }
87         if (lastx != sp->shp_x || lasty != sp->shp_y) {
88             /* Reset the cache */
89             bp_disable_cachepath();
90             bp_clear_cachepath();
91             bp_enable_cachepath();
92         }
93         upd_ship(sp, etus, np, bp, build);
94         if (build && !player->simulation)       /* make sure to only autonav once */
95             nav_ship(sp);       /* autonav the ship */
96         sea_money[sp->shp_own] += np->nat_money - start_money;
97         if ((build && (np->nat_money != start_money)) || (!build))
98             k++;
99         if (player->simulation)
100             np->nat_money = start_money;
101     }
102     bp_disable_cachepath();
103     bp_clear_cachepath();
104
105     if (opt_SAIL) {
106         if (build && !player->simulation)       /* make sure to only sail once */
107             sail_ship(natnum);
108     }
109     return k;
110 }
111
112 static void
113 upd_ship(register struct shpstr *sp, register int etus,
114          struct natstr *np, int *bp, int build)
115                /* build = 1, maintain = 0 */
116 {
117     struct sctstr *sectp;
118     struct mchrstr *mp;
119     u_short pstage, ptime;
120     int oil_gained;
121     int max_oil;
122     int max_food;
123     struct pchrstr *product;
124     s_char *resource;
125     int n;
126     int mult;
127     int needed;
128     int cost;
129     int eff;
130
131     mp = &mchr[(int)sp->shp_type];
132     if (build == 1) {
133         if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
134             return;
135         if (sp->shp_effic < SHIP_MINEFF || !shiprepair(sp, np, bp, etus)) {
136             makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
137                      sp->shp_y);
138             sp->shp_own = 0;
139             return;
140         }
141     } else {
142         mult = 1;
143         if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
144             mult = 2;
145         cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
146         if ((np->nat_priorities[PRI_SMAINT] == 0 || np->nat_money < cost)
147             && !player->simulation) {
148             if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
149                 wu(0, sp->shp_own,
150                    "%s lost to lack of maintenance\n", prship(sp));
151                 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
152                          sp->shp_y);
153                 sp->shp_own = 0;
154                 return;
155             }
156             wu(0, sp->shp_own,
157                "%s lost %d%% to lack of maintenance\n",
158                prship(sp), sp->shp_effic - eff);
159             sp->shp_effic = eff;
160         } else {
161             np->nat_money -= cost;
162         }
163
164         if (!player->simulation) {
165             sectp = getsectp(sp->shp_x, sp->shp_y);
166
167             if ((mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
168                 /*
169                  * take care of oil production
170                  */
171                 product = &pchr[P_OIL];
172                 oil_gained = roundavg(total_work(100, etus,
173                                                  sp->shp_item[I_CIVIL],
174                                                  sp->shp_item[I_MILIT],
175                                                  sp->shp_item[I_UW])
176                                       * (double)sp->shp_effic / 100.0
177                                       * (double)sectp->sct_oil / 100.0
178                                       * prod_eff(product, sp->shp_tech));
179                 max_oil = mp->m_item[I_OIL];
180                 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
181                     oil_gained = max_oil - sp->shp_item[I_OIL];
182                 sp->shp_item[I_OIL] += oil_gained;
183                 if (product->p_nrdep != 0 && oil_gained > 0) {
184                     resource = ((s_char *)sectp) + product->p_nrndx;
185                     *resource -= roundavg(oil_gained *
186                                           product->p_nrdep / 100.0);
187                 }
188             }
189             if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
190                 product = &pchr[P_FOOD];
191                 sp->shp_item[I_FOOD] += roundavg(total_work(100, etus,
192                                                             sp->shp_item[I_CIVIL],
193                                                             sp->shp_item[I_MILIT],
194                                                             sp->shp_item[I_UW])
195                                                  * (double)sp->shp_effic / 100.0
196                                                  * (double)sectp->sct_fertil / 100.0
197                                                  * prod_eff(product, sp->shp_tech));
198             }
199             if ((n = feed_ship(sp, etus, &needed, 1)) > 0) {
200                 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
201                 if (n > 10)
202                     nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
203             }
204             max_food = mp->m_item[I_FOOD];
205             if (sp->shp_item[I_FOOD] > max_food)
206                 sp->shp_item[I_FOOD] = max_food;
207             /*
208              * do plague stuff.  plague can't break out on ships,
209              * but it can still kill people.
210              */
211             pstage = sp->shp_pstage;
212             ptime = sp->shp_ptime;
213             if (pstage != PLG_HEALTHY) {
214                 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
215                 switch (n) {
216                 case PLG_DYING:
217                     wu(0, sp->shp_own,
218                        "PLAGUE deaths reported on %s\n", prship(sp));
219                     nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
220                     break;
221                 case PLG_INFECT:
222                     wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
223                     break;
224                 case PLG_INCUBATE:
225                     /* Are we still incubating? */
226                     if (n == pstage) {
227                         /* Yes. Will it turn "infectious" next time? */
228                         if (ptime <= etus) {
229                             /* Yes.  Report an outbreak. */
230                             wu(0, sp->shp_own,
231                                "Outbreak of PLAGUE on %s!\n", prship(sp));
232                             nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
233                         }
234                     } else {
235                         /* It has already moved on to "infectious" */
236                         wu(0, sp->shp_own,
237                            "%s battling PLAGUE\n", prship(sp));
238                     }
239                     break;
240                 case PLG_EXPOSED:
241                     /* Has the plague moved to "incubation" yet? */
242                     if (n != pstage) {
243                         /* Yes. Will it turn "infectious" next time? */
244                         if (ptime <= etus) {
245                             /* Yes.  Report an outbreak. */
246                             wu(0, sp->shp_own,
247                                "Outbreak of PLAGUE on %s!\n", prship(sp));
248                             nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
249                         }
250                     }
251                     break;
252                 default:
253                     break;
254                 }
255
256                 sp->shp_pstage = pstage;
257                 sp->shp_ptime = ptime;
258             }
259             pops[sp->shp_own] += sp->shp_item[I_CIVIL];
260         }
261     }
262 }
263
264 /*
265  * idea is: a sector full of workers can fix up eight
266  * battleships +8 % eff each etu.  This will cost around
267  * 8 * 8 * $40 = $2560!
268  */
269 static int
270 shiprepair(register struct shpstr *ship, struct natstr *np,
271            int *bp, int etus)
272 {
273     register int delta;
274     struct sctstr *sp;
275     struct mchrstr *mp;
276     float leftp, buildp;
277     int left, build;
278     int lcm_needed, hcm_needed;
279     int wf;
280     int avail;
281     int w_p_eff;
282     int mult;
283     int mvec[I_MAX + 1];
284     int rel;
285
286     mp = &mchr[(int)ship->shp_type];
287     sp = getsectp(ship->shp_x, ship->shp_y);
288
289     if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
290         rel = getrel(getnatp(sp->sct_own), ship->shp_own);
291
292         if (rel < FRIENDLY)
293             return 1;
294     }
295
296     wf = 0;
297     /* only military can work on a military boat */
298     if (ship->shp_glim > 0)
299         wf = etus * ship->shp_item[I_MILIT] / 2;
300     else
301         wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
302
303     if (sp->sct_type != SCT_HARBR) {
304         wf /= 3;
305         avail = wf;
306     } else {
307         if (!player->simulation)
308             avail = wf + sp->sct_avail * 100;
309         else
310             avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
311     }
312
313     w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
314
315     if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
316         return 1;
317
318     mult = 1;
319     if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
320         mult = 2;
321
322     if (ship->shp_effic == 100) {
323         /* ship is ok; no repairs needed */
324         return 1;
325     }
326
327     left = 100 - ship->shp_effic;
328     delta = roundavg((double)avail / w_p_eff);
329     if (delta <= 0)
330         return 1;
331     if (delta > etus * ship_grow_scale)
332         delta = etus * ship_grow_scale;
333     if (delta > left)
334         delta = left;
335
336     /* delta is the max amount we can grow */
337
338     left = 100 - ship->shp_effic;
339     if (left > delta)
340         left = delta;
341
342     leftp = ((float)left / 100.0);
343     memset(mvec, 0, sizeof(mvec));
344     mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp), 1);
345     mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1);
346
347     get_materials(sp, bp, mvec, 0);
348
349     if (mvec[I_LCM] >= lcm_needed)
350         buildp = leftp;
351     else
352         buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
353     if (mvec[I_HCM] < hcm_needed)
354         buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
355
356     build = ldround((double)(buildp * 100.0), 1);
357     memset(mvec, 0, sizeof(mvec));
358     mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
359     mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
360
361     get_materials(sp, bp, mvec, 1);
362
363     if (sp->sct_type != SCT_HARBR)
364         build = delta;
365     wf -= build * w_p_eff;
366     if (wf < 0) {
367         /*
368          * I didn't use roundavg here, because I want to penalize
369          * the player with a large number of ships.
370          */
371         if (!player->simulation)
372             avail = (sp->sct_avail * 100 + wf) / 100;
373         else
374             avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
375         if (avail < 0)
376             avail = 0;
377         if (!player->simulation)
378             sp->sct_avail = avail;
379         else
380             pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
381     }
382     if (sp->sct_type != SCT_HARBR)
383         if ((build + ship->shp_effic) > 80) {
384             build = 80 - ship->shp_effic;
385             if (build < 0)
386                 build = 0;
387         }
388
389     np->nat_money -= mult * mp->m_cost * build / 100.0;
390     if (!player->simulation)
391         ship->shp_effic += (s_char)build;
392     return 1;
393 }
394
395 /*
396  * returns the number who starved, if any.
397  */
398 int
399 feed_ship(struct shpstr *sp, int etus, int *needed, int doit)
400 {
401     double food_eaten, land_eaten;
402     int ifood_eaten;
403     int can_eat, need;
404     int total_people;
405     int to_starve;
406     int starved;
407     struct nstr_item ni;
408     struct lndstr *lp;
409
410     if (opt_NOFOOD)
411         return 0;               /* no food no work to do */
412
413     total_people
414         = sp->shp_item[I_CIVIL] + sp->shp_item[I_MILIT] + sp->shp_item[I_UW];
415     food_eaten = etus * eatrate * total_people;
416     ifood_eaten = (int)food_eaten;
417     if (food_eaten - ifood_eaten > 0)
418         ifood_eaten++;
419     starved = 0;
420     *needed = 0;
421     if (!player->simulation && ifood_eaten > sp->shp_item[I_FOOD])
422         sp->shp_item[I_FOOD]
423             += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
424                              I_FOOD, ifood_eaten - sp->shp_item[I_FOOD]);
425
426 /* doit - only steal food from land units during the update */
427     if (ifood_eaten > sp->shp_item[I_FOOD] && sp->shp_nland > 0 && doit) {
428         snxtitem_all(&ni, EF_LAND);
429         while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) &&
430                ifood_eaten > sp->shp_item[I_FOOD]) {
431             if (lp->lnd_ship != sp->shp_uid)
432                 continue;
433             need = ifood_eaten - sp->shp_item[I_FOOD];
434             land_eaten = etus * eatrate * lnd_getmil(lp);
435             if (lp->lnd_item[I_FOOD] - need > land_eaten) {
436                 sp->shp_item[I_FOOD] += need;
437                 lp->lnd_item[I_FOOD] -= need;
438             } else if (lp->lnd_item[I_FOOD] - land_eaten > 0) {
439                 sp->shp_item[I_FOOD] += lp->lnd_item[I_FOOD] - land_eaten;
440                 lp->lnd_item[I_FOOD] -= lp->lnd_item[I_FOOD] - land_eaten;
441             }
442         }
443     }
444
445     if (ifood_eaten > sp->shp_item[I_FOOD]) {
446         *needed = ifood_eaten - sp->shp_item[I_FOOD];
447         can_eat = sp->shp_item[I_FOOD] / (etus * eatrate);
448         /* only want to starve off at most 1/2 the populace. */
449         if (can_eat < total_people / 2)
450             can_eat = total_people / 2;
451
452         to_starve = total_people - can_eat;
453         while (to_starve && sp->shp_item[I_UW]) {
454             to_starve--;
455             starved++;
456             sp->shp_item[I_UW]--;
457         }
458         while (to_starve && sp->shp_item[I_CIVIL]) {
459             to_starve--;
460             starved++;
461             sp->shp_item[I_CIVIL]--;
462         }
463         while (to_starve && sp->shp_item[I_MILIT]) {
464             to_starve--;
465             starved++;
466             sp->shp_item[I_MILIT]--;
467         }
468
469         sp->shp_item[I_FOOD] = 0;
470     } else {
471         sp->shp_item[I_FOOD] -= (int)food_eaten;
472     }
473     return starved;
474 }