2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2006, 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 files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * ship.c: Do production for ships
30 * Known contributors to this file:
33 * Ron Koenderink, 2004
58 static int shiprepair(struct shpstr *, struct natstr *,
60 static void upd_ship(struct shpstr *, int,
61 struct natstr *, int *, int);
64 prod_ship(int etus, int natnum, int *bp, int build)
65 /* build = 1, maintain = 0 */
71 int lastx = 9999, lasty = 9999;
73 bp_enable_cachepath();
74 for (n = 0; NULL != (sp = getshipp(n)); n++) {
77 if (sp->shp_own != natnum)
79 np = getnatp(sp->shp_own);
80 start_money = np->nat_money;
81 if (lastx == 9999 || lasty == 9999) {
85 if (lastx != sp->shp_x || lasty != sp->shp_y) {
87 bp_disable_cachepath();
89 bp_enable_cachepath();
91 upd_ship(sp, etus, np, bp, build);
92 if (build && !player->simulation) /* make sure to only autonav once */
93 nav_ship(sp); /* autonav the ship */
94 sea_money[sp->shp_own] += np->nat_money - start_money;
95 if (!build || np->nat_money != start_money)
97 if (player->simulation)
98 np->nat_money = start_money;
100 bp_disable_cachepath();
101 bp_clear_cachepath();
104 if (build && !player->simulation) /* make sure to only sail once */
111 upd_ship(struct shpstr *sp, int etus,
112 struct natstr *np, int *bp, int build)
113 /* build = 1, maintain = 0 */
115 struct sctstr *sectp;
121 struct pchrstr *product;
122 unsigned char *resource;
130 mp = &mchr[(int)sp->shp_type];
132 if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
134 if (sp->shp_effic < SHIP_MINEFF || !shiprepair(sp, np, bp, etus)) {
135 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
142 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
144 cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
145 if ((np->nat_priorities[PRI_SMAINT] == 0 || np->nat_money < cost)
146 && !player->simulation) {
147 if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
149 "%s lost to lack of maintenance\n", prship(sp));
150 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
156 "%s lost %d%% to lack of maintenance\n",
157 prship(sp), sp->shp_effic - eff);
160 np->nat_money -= cost;
163 if (!player->simulation) {
164 sectp = getsectp(sp->shp_x, sp->shp_y);
166 if ((mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
168 * take care of oil production
170 product = &pchr[P_OIL];
171 oil_gained = roundavg(total_work(100, etus,
172 sp->shp_item[I_CIVIL],
173 sp->shp_item[I_MILIT],
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 if (product->p_nrdep != 0 && oil_gained > 0) {
183 resource = (unsigned char *)sectp + product->p_nrndx;
184 if (*resource * 100 < product->p_nrdep * oil_gained)
185 oil_gained = *resource * 100 / product->p_nrdep;
186 dep = roundavg(oil_gained * product->p_nrdep / 100.0);
187 if (CANT_HAPPEN(dep > *resource))
191 sp->shp_item[I_OIL] += oil_gained;
193 if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
194 product = &pchr[P_FOOD];
196 += roundavg(total_work(100, etus,
197 sp->shp_item[I_CIVIL],
198 sp->shp_item[I_MILIT],
201 * sp->shp_effic / 100.0
202 * sectp->sct_fertil / 100.0
203 * prod_eff(product, sp->shp_tech));
205 if ((n = feed_ship(sp, etus, &needed, 1)) > 0) {
206 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
208 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
210 max_food = mp->m_item[I_FOOD];
211 if (sp->shp_item[I_FOOD] > max_food)
212 sp->shp_item[I_FOOD] = max_food;
214 * do plague stuff. plague can't break out on ships,
215 * but it can still kill people.
217 pstage = sp->shp_pstage;
218 ptime = sp->shp_ptime;
219 if (pstage != PLG_HEALTHY) {
220 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
224 "PLAGUE deaths reported on %s\n", prship(sp));
225 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
228 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
231 /* Are we still incubating? */
233 /* Yes. Will it turn "infectious" next time? */
235 /* Yes. Report an outbreak. */
237 "Outbreak of PLAGUE on %s!\n", prship(sp));
238 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
241 /* It has already moved on to "infectious" */
243 "%s battling PLAGUE\n", prship(sp));
247 /* Has the plague moved to "incubation" yet? */
249 /* Yes. Will it turn "infectious" next time? */
251 /* Yes. Report an outbreak. */
253 "Outbreak of PLAGUE on %s!\n", prship(sp));
254 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
262 sp->shp_pstage = pstage;
263 sp->shp_ptime = ptime;
265 pops[sp->shp_own] += sp->shp_item[I_CIVIL];
271 * idea is: a sector full of workers can fix up eight
272 * battleships +8 % eff each etu. This will cost around
273 * 8 * 8 * $40 = $2560!
276 shiprepair(struct shpstr *ship, struct natstr *np,
284 int lcm_needed, hcm_needed;
292 mp = &mchr[(int)ship->shp_type];
293 sp = getsectp(ship->shp_x, ship->shp_y);
295 if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
296 rel = getrel(getnatp(sp->sct_own), ship->shp_own);
303 /* only military can work on a military boat */
304 if (ship->shp_glim > 0)
305 wf = etus * ship->shp_item[I_MILIT] / 2;
307 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
309 if (sp->sct_type != SCT_HARBR) {
313 if (!player->simulation)
314 avail = wf + sp->sct_avail * 100;
316 avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
319 w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
321 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
325 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
328 if (ship->shp_effic == 100) {
329 /* ship is ok; no repairs needed */
333 left = 100 - ship->shp_effic;
334 delta = roundavg((double)avail / w_p_eff);
337 if (delta > (int)((float)etus * ship_grow_scale))
338 delta = (int)((float)etus * ship_grow_scale);
342 /* delta is the max amount we can grow */
344 left = 100 - ship->shp_effic;
348 leftp = left / 100.0;
349 memset(mvec, 0, sizeof(mvec));
350 mvec[I_LCM] = lcm_needed = ldround(mp->m_lcm * leftp, 1);
351 mvec[I_HCM] = hcm_needed = ldround(mp->m_hcm * leftp, 1);
353 get_materials(sp, bp, mvec, 0);
355 if (mvec[I_LCM] >= lcm_needed)
358 buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
359 if (mvec[I_HCM] < hcm_needed)
360 buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
362 build = ldround(buildp * 100.0, 1);
363 memset(mvec, 0, sizeof(mvec));
364 mvec[I_LCM] = lcm_needed = roundavg(mp->m_lcm * buildp);
365 mvec[I_HCM] = hcm_needed = roundavg(mp->m_hcm * buildp);
367 get_materials(sp, bp, mvec, 1);
369 if (sp->sct_type != SCT_HARBR)
371 wf -= build * w_p_eff;
374 * I didn't use roundavg here, because I want to penalize
375 * the player with a large number of ships.
377 if (!player->simulation)
378 avail = (sp->sct_avail * 100 + wf) / 100;
380 avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
383 if (!player->simulation)
384 sp->sct_avail = avail;
386 pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
388 if (sp->sct_type != SCT_HARBR)
389 if ((build + ship->shp_effic) > 80) {
390 build = 80 - ship->shp_effic;
395 np->nat_money -= mult * mp->m_cost * build / 100.0;
396 if (!player->simulation)
397 ship->shp_effic += build;
402 * returns the number who starved, if any.
405 feed_ship(struct shpstr *sp, int etus, int *needed, int doit)
407 double food_eaten, land_eaten;
417 return 0; /* no food no work to do */
420 = sp->shp_item[I_CIVIL] + sp->shp_item[I_MILIT] + sp->shp_item[I_UW];
421 food_eaten = etus * eatrate * total_people;
422 ifood_eaten = (int)food_eaten;
423 if (food_eaten - ifood_eaten > 0)
427 if (!player->simulation && ifood_eaten > sp->shp_item[I_FOOD])
429 += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
430 I_FOOD, ifood_eaten - sp->shp_item[I_FOOD]);
432 /* doit - only steal food from land units during the update */
433 if (ifood_eaten > sp->shp_item[I_FOOD] && sp->shp_nland > 0 && doit) {
434 snxtitem_all(&ni, EF_LAND);
435 while ((lp = nxtitemp(&ni)) && ifood_eaten > sp->shp_item[I_FOOD]) {
436 if (lp->lnd_ship != sp->shp_uid)
438 need = ifood_eaten - sp->shp_item[I_FOOD];
439 land_eaten = etus * eatrate * lnd_getmil(lp);
440 if (lp->lnd_item[I_FOOD] - need > land_eaten) {
441 sp->shp_item[I_FOOD] += need;
442 lp->lnd_item[I_FOOD] -= need;
443 } else if (lp->lnd_item[I_FOOD] - land_eaten > 0) {
444 sp->shp_item[I_FOOD] += lp->lnd_item[I_FOOD] - land_eaten;
445 lp->lnd_item[I_FOOD] -= lp->lnd_item[I_FOOD] - land_eaten;
450 if (ifood_eaten > sp->shp_item[I_FOOD]) {
451 *needed = ifood_eaten - sp->shp_item[I_FOOD];
452 can_eat = sp->shp_item[I_FOOD] / (etus * eatrate);
453 /* only want to starve off at most 1/2 the populace. */
454 if (can_eat < total_people / 2)
455 can_eat = total_people / 2;
457 to_starve = total_people - can_eat;
458 while (to_starve && sp->shp_item[I_UW]) {
461 sp->shp_item[I_UW]--;
463 while (to_starve && sp->shp_item[I_CIVIL]) {
466 sp->shp_item[I_CIVIL]--;
468 while (to_starve && sp->shp_item[I_MILIT]) {
471 sp->shp_item[I_MILIT]--;
474 sp->shp_item[I_FOOD] = 0;
476 sp->shp_item[I_FOOD] -= (int)food_eaten;