2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
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.
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.
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
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.
28 * ship.c: Do production for ships
30 * Known contributors to this file:
56 #define MIN(x,y) ((x) > (y) ? (y) : (x))
60 prod_ship(int etus, int natnum, int *bp, int build)
61 /* build = 1, maintain = 0 */
63 register struct shpstr *sp;
66 extern long sea_money[MAXNOC];
68 int lastx = 9999, lasty = 9999;
70 bp_enable_cachepath();
71 for (n = 0; NULL != (sp = getshipp(n)); n++) {
74 if (sp->shp_own != natnum)
76 np = getnatp(sp->shp_own);
77 start_money = np->nat_money;
78 if (lastx == 9999 || lasty == 9999) {
82 if (lastx != sp->shp_x || lasty != sp->shp_y) {
84 bp_disable_cachepath();
86 bp_enable_cachepath();
88 upd_ship(sp, n, etus, np, bp, build);
89 if (build && !player->simulation) /* make sure to only autonav once */
90 nav_ship(sp); /* autonav the ship */
91 sea_money[sp->shp_own] += np->nat_money - start_money;
92 if ((build && (np->nat_money != start_money)) || (!build))
94 if (player->simulation)
95 np->nat_money = start_money;
97 bp_disable_cachepath();
101 if (build && !player->simulation) /* make sure to only sail once */
108 upd_ship(register struct shpstr *sp, int shipno, register int etus,
109 struct natstr *np, int *bp, int build)
110 /* build = 1, maintain = 0 */
113 struct sctstr *sectp;
120 struct pchrstr *product;
124 extern double money_ship;
129 mp = &mchr[(int)sp->shp_type];
130 getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
132 if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
134 if (sp->shp_effic < SHIP_MINEFF ||
135 !shiprepair(sp, vec, np, bp, etus)) {
136 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
143 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
145 cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
146 if ((np->nat_priorities[PRI_SMAINT] == 0 ||
147 np->nat_money < cost) && !player->simulation) {
148 if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
150 "%s lost to lack of maintenance\n", prship(sp));
151 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
157 "%s lost %d%% to lack of maintenance\n",
158 prship(sp), sp->shp_effic - eff);
161 np->nat_money -= cost;
164 sectp = getsectp(sp->shp_x, sp->shp_y);
165 if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER))
166 && !player->simulation) {
168 * take care of oil production
170 oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0)
172 vec[I_OIL] += oil_gained;
173 max_oil = vl_find(V_OIL, mp->m_vtype, mp->m_vamt, mp->m_nv);
174 if (vec[I_OIL] > max_oil)
175 vec[I_OIL] = max_oil;
176 product = &pchr[P_OIL];
177 if (product->p_nrdep != 0 && oil_gained > 0) {
178 resource = ((s_char *)sectp) + product->p_nrndx;
179 *resource -= roundavg(oil_gained *
180 product->p_nrdep / 100.0);
183 if (((mp->m_flags & M_FOOD) && (sectp->sct_type == SCT_WATER))
184 && !player->simulation) {
185 sectp = getsectp(sp->shp_x, sp->shp_y);
186 vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
189 /* Military costs are now part of regular military costs, not ship costs */
190 /* np->nat_money += (int) (etus * vec[I_MILIT] * money_mil);*/
191 if (!player->simulation) {
192 if ((n = feed_ship(sp, vec, etus, &needed, 1)) > 0) {
193 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
195 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
197 max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
198 if (vec[I_FOOD] > max_food)
199 vec[I_FOOD] = max_food;
201 * do plague stuff. plague can't break out on ships,
202 * but it can still kill people.
204 getvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
205 if (cvec[C_PSTAGE] > 0) {
206 n = plague_people(np, vec, cvec, etus);
210 "PLAGUE deaths reported on %s\n", prship(sp));
211 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
214 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
217 /* Are we still incubating? */
218 if (n == cvec[C_PSTAGE]) {
219 /* Yes. Will it turn "infectious" next time? */
220 if (cvec[C_PTIME] <= etus) {
221 /* Yes. Report an outbreak. */
223 "Outbreak of PLAGUE on %s!\n", prship(sp));
224 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
227 /* It has already moved on to "infectious" */
229 "%s battling PLAGUE\n", prship(sp));
233 /* Has the plague moved to "incubation" yet? */
234 if (n != cvec[C_PSTAGE]) {
235 /* Yes. Will it turn "infectious" next time? */
236 if (cvec[C_PTIME] <= etus) {
237 /* Yes. Report an outbreak. */
239 "Outbreak of PLAGUE on %s!\n", prship(sp));
240 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
248 putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
250 putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
251 pops[sp->shp_own] += vec[I_CIVIL];
257 * idea is: a sector full of workers can fix up eight
258 * battleships +8 % eff each etu. This will cost around
259 * 8 * 8 * $40 = $2560!
262 shiprepair(register struct shpstr *ship, int *vec, struct natstr *np,
265 extern int ship_grow_scale;
271 int lcm_needed, hcm_needed;
280 mp = &mchr[(int)ship->shp_type];
281 sp = getsectp(ship->shp_x, ship->shp_y);
283 if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
284 rel = getrel(getnatp(sp->sct_own), ship->shp_own);
291 /* only military can work on a military boat */
292 if (ship->shp_glim > 0)
293 wf = etus * vec[I_MILIT] / 2;
295 wf = etus * (vec[I_CIVIL] / 2 + vec[I_MILIT] / 5);
297 if (sp->sct_type != SCT_HARBR) {
301 if (!player->simulation)
302 avail = wf + sp->sct_avail * 100;
304 avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
307 w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
309 if (sp->sct_type != SCT_HARBR) {
312 if (ship->shp_glim > 0) {
313 abs_max = vl_find(V_MILIT, mp->m_vtype,
314 mp->m_vamt, (int)mp->m_nv);
317 abs_max = vl_find(V_CIVIL, mp->m_vtype,
318 mp->m_vamt, (int)mp->m_nv);
321 abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt,
328 logerror("Abs max of 0 for ship %d\n", ship->shp_uid);
331 avail -= (etus * (100 - ((amt * 100) / abs_max))) / 7;
332 /* think of it as entropy in action */
336 if (!player->simulation) {
337 if (opt_SHIP_DECAY) {
338 ship->shp_effic += avail / w_p_eff;
344 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
347 getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
350 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
353 if (ship->shp_effic == 100) {
354 /* ship is ok; no repairs needed */
358 left = 100 - ship->shp_effic;
359 delta = roundavg((double)avail / w_p_eff);
362 if (delta > etus * ship_grow_scale)
363 delta = etus * ship_grow_scale;
367 /* delta is the max amount we can grow */
369 left = 100 - ship->shp_effic;
373 leftp = ((float)left / 100.0);
374 bzero((s_char *)mvec, sizeof(mvec));
375 mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp), 1);
376 mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1);
378 get_materials(sp, bp, mvec, 0);
380 if (mvec[I_LCM] >= lcm_needed)
383 buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
384 if (mvec[I_HCM] < hcm_needed)
385 buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
387 build = ldround((double)(buildp * 100.0), 1);
388 bzero((s_char *)mvec, sizeof(mvec));
389 mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
390 mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
392 get_materials(sp, bp, mvec, 1);
394 if (sp->sct_type != SCT_HARBR)
396 wf -= build * w_p_eff;
399 * I didn't use roundavg here, because I want to penalize
400 * the player with a large number of ships.
402 if (!player->simulation)
403 avail = (sp->sct_avail * 100 + wf) / 100;
405 avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
408 if (!player->simulation)
409 sp->sct_avail = avail;
411 pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
413 if (sp->sct_type != SCT_HARBR)
414 if ((build + ship->shp_effic) > 80) {
415 build = 80 - ship->shp_effic;
420 np->nat_money -= mult * mp->m_cost * build / 100.0;
421 if (!player->simulation)
422 ship->shp_effic += (s_char)build;
427 * returns the number who starved, if any.
430 feed_ship(struct shpstr *sp, register int *vec, int etus, int *needed,
433 extern double eatrate;
434 double food_eaten, land_eaten;
440 int starved, lvec[I_MAX + 1];
443 s_char *nxtitemp(struct nstr_item *np, int owner);
446 return 0; /* no food no work to do */
449 (etus * eatrate) * (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]);
450 ifood_eaten = (int)food_eaten;
451 if ((food_eaten - ifood_eaten) > 0)
455 if (!player->simulation && food_eaten > vec[I_FOOD])
456 vec[I_FOOD] += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
457 I_FOOD, (ifood_eaten - vec[I_FOOD]));
459 if (food_eaten > vec[I_FOOD]) {
460 /* doit - only steal food from land units during the update */
461 if (sp->shp_nland > 0 && doit) {
462 snxtitem_all(&ni, EF_LAND);
463 while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) &&
464 (food_eaten > vec[I_FOOD])) {
465 if (lp->lnd_ship != sp->shp_uid)
467 need = ifood_eaten - vec[I_FOOD];
468 getvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
469 land_eaten = (etus * eatrate) * (double)lnd_getmil(lp);
470 if (lvec[I_FOOD] - need > land_eaten) {
472 lvec[I_FOOD] -= need;
473 } else if ((lvec[I_FOOD] - land_eaten) > 0) {
474 vec[I_FOOD] += (lvec[I_FOOD] - land_eaten);
475 lvec[I_FOOD] -= (lvec[I_FOOD] - land_eaten);
477 putvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
482 if (food_eaten > vec[I_FOOD]) {
483 *needed = food_eaten - vec[I_FOOD];
484 if (*needed < (food_eaten - vec[I_FOOD]))
486 if (opt_NEW_STARVE) {
487 can_eat = (vec[I_FOOD] / (etus * eatrate));
488 total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
490 /* only want to starve off at most 1/2 the populace. */
491 if (can_eat < (total_people / 2))
492 can_eat = total_people / 2;
494 to_starve = total_people - can_eat;
495 while (to_starve && vec[I_UW]) {
500 while (to_starve && vec[I_CIVIL]) {
505 while (to_starve && vec[I_MILIT]) {
512 } else { /* ! opt_NEW_STARVE */
513 people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
514 starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
515 /* only want to starve off at most 1/2 the populace. */
516 if (people_left < 0.5)
518 vec[I_CIVIL] = (int)(vec[I_CIVIL] * people_left);
519 vec[I_MILIT] = (int)(vec[I_MILIT] * people_left);
520 vec[I_UW] = (int)(vec[I_UW] * people_left);
521 starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
525 vec[I_FOOD] -= (int)food_eaten;