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:
57 #define MIN(x,y) ((x) > (y) ? (y) : (x))
60 static int shiprepair(register struct shpstr *, int *, struct natstr *,
62 static void upd_ship(register struct shpstr *, register int,
63 struct natstr *, int *, int);
66 prod_ship(int etus, int natnum, int *bp, int build)
67 /* build = 1, maintain = 0 */
69 register struct shpstr *sp;
73 int lastx = 9999, lasty = 9999;
75 bp_enable_cachepath();
76 for (n = 0; NULL != (sp = getshipp(n)); n++) {
79 if (sp->shp_own != natnum)
81 np = getnatp(sp->shp_own);
82 start_money = np->nat_money;
83 if (lastx == 9999 || lasty == 9999) {
87 if (lastx != sp->shp_x || lasty != sp->shp_y) {
89 bp_disable_cachepath();
91 bp_enable_cachepath();
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))
99 if (player->simulation)
100 np->nat_money = start_money;
102 bp_disable_cachepath();
103 bp_clear_cachepath();
106 if (build && !player->simulation) /* make sure to only sail once */
113 upd_ship(register struct shpstr *sp, register int etus,
114 struct natstr *np, int *bp, int build)
115 /* build = 1, maintain = 0 */
117 struct sctstr *sectp;
120 u_short pstage, ptime;
124 struct pchrstr *product;
132 mp = &mchr[(int)sp->shp_type];
133 getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
135 if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
137 if (sp->shp_effic < SHIP_MINEFF ||
138 !shiprepair(sp, vec, np, bp, etus)) {
139 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
146 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
148 cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
149 if ((np->nat_priorities[PRI_SMAINT] == 0 ||
150 np->nat_money < cost) && !player->simulation) {
151 if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
153 "%s lost to lack of maintenance\n", prship(sp));
154 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
160 "%s lost %d%% to lack of maintenance\n",
161 prship(sp), sp->shp_effic - eff);
164 np->nat_money -= cost;
167 sectp = getsectp(sp->shp_x, sp->shp_y);
168 if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER))
169 && !player->simulation) {
171 * take care of oil production
173 oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0)
175 vec[I_OIL] += oil_gained;
176 max_oil = vl_find(V_OIL, mp->m_vtype, mp->m_vamt, mp->m_nv);
177 if (vec[I_OIL] > max_oil)
178 vec[I_OIL] = max_oil;
179 product = &pchr[P_OIL];
180 if (product->p_nrdep != 0 && oil_gained > 0) {
181 resource = ((s_char *)sectp) + product->p_nrndx;
182 *resource -= roundavg(oil_gained *
183 product->p_nrdep / 100.0);
186 if (((mp->m_flags & M_FOOD) && (sectp->sct_type == SCT_WATER))
187 && !player->simulation) {
188 sectp = getsectp(sp->shp_x, sp->shp_y);
189 vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
192 /* Military costs are now part of regular military costs, not ship costs */
193 /* np->nat_money += (int) (etus * vec[I_MILIT] * money_mil);*/
194 if (!player->simulation) {
195 if ((n = feed_ship(sp, vec, etus, &needed, 1)) > 0) {
196 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
198 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
200 max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
201 if (vec[I_FOOD] > max_food)
202 vec[I_FOOD] = max_food;
204 * do plague stuff. plague can't break out on ships,
205 * but it can still kill people.
207 pstage = sp->shp_pstage;
208 ptime = sp->shp_ptime;
209 if (pstage != PLG_HEALTHY) {
210 n = plague_people(np, vec, &pstage, &ptime, etus);
214 "PLAGUE deaths reported on %s\n", prship(sp));
215 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
218 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
221 /* Are we still incubating? */
223 /* Yes. Will it turn "infectious" next time? */
225 /* Yes. Report an outbreak. */
227 "Outbreak of PLAGUE on %s!\n", prship(sp));
228 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
231 /* It has already moved on to "infectious" */
233 "%s battling PLAGUE\n", prship(sp));
237 /* Has the plague moved to "incubation" yet? */
239 /* Yes. Will it turn "infectious" next time? */
241 /* Yes. Report an outbreak. */
243 "Outbreak of PLAGUE on %s!\n", prship(sp));
244 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
252 sp->shp_pstage = pstage;
253 sp->shp_ptime = ptime;
255 putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
256 pops[sp->shp_own] += vec[I_CIVIL];
262 * idea is: a sector full of workers can fix up eight
263 * battleships +8 % eff each etu. This will cost around
264 * 8 * 8 * $40 = $2560!
267 shiprepair(register struct shpstr *ship, int *vec, struct natstr *np,
275 int lcm_needed, hcm_needed;
283 mp = &mchr[(int)ship->shp_type];
284 sp = getsectp(ship->shp_x, ship->shp_y);
286 if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
287 rel = getrel(getnatp(sp->sct_own), ship->shp_own);
294 /* only military can work on a military boat */
295 if (ship->shp_glim > 0)
296 wf = etus * vec[I_MILIT] / 2;
298 wf = etus * (vec[I_CIVIL] / 2 + vec[I_MILIT] / 5);
300 if (sp->sct_type != SCT_HARBR) {
304 if (!player->simulation)
305 avail = wf + sp->sct_avail * 100;
307 avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
310 w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
312 if (sp->sct_type != SCT_HARBR) {
315 if (ship->shp_glim > 0) {
316 abs_max = vl_find(V_MILIT, mp->m_vtype,
317 mp->m_vamt, (int)mp->m_nv);
320 abs_max = vl_find(V_CIVIL, mp->m_vtype,
321 mp->m_vamt, (int)mp->m_nv);
324 abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt,
331 logerror("Abs max of 0 for ship %d\n", ship->shp_uid);
334 avail -= (etus * (100 - ((amt * 100) / abs_max))) / 7;
335 /* think of it as entropy in action */
339 if (!player->simulation) {
340 if (opt_SHIP_DECAY) {
341 ship->shp_effic += avail / w_p_eff;
347 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
351 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
354 if (ship->shp_effic == 100) {
355 /* ship is ok; no repairs needed */
359 left = 100 - ship->shp_effic;
360 delta = roundavg((double)avail / w_p_eff);
363 if (delta > etus * ship_grow_scale)
364 delta = etus * ship_grow_scale;
368 /* delta is the max amount we can grow */
370 left = 100 - ship->shp_effic;
374 leftp = ((float)left / 100.0);
375 memset(mvec, 0, sizeof(mvec));
376 mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp), 1);
377 mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1);
379 get_materials(sp, bp, mvec, 0);
381 if (mvec[I_LCM] >= lcm_needed)
384 buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
385 if (mvec[I_HCM] < hcm_needed)
386 buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
388 build = ldround((double)(buildp * 100.0), 1);
389 memset(mvec, 0, sizeof(mvec));
390 mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
391 mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
393 get_materials(sp, bp, mvec, 1);
395 if (sp->sct_type != SCT_HARBR)
397 wf -= build * w_p_eff;
400 * I didn't use roundavg here, because I want to penalize
401 * the player with a large number of ships.
403 if (!player->simulation)
404 avail = (sp->sct_avail * 100 + wf) / 100;
406 avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
409 if (!player->simulation)
410 sp->sct_avail = avail;
412 pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
414 if (sp->sct_type != SCT_HARBR)
415 if ((build + ship->shp_effic) > 80) {
416 build = 80 - ship->shp_effic;
421 np->nat_money -= mult * mp->m_cost * build / 100.0;
422 if (!player->simulation)
423 ship->shp_effic += (s_char)build;
428 * returns the number who starved, if any.
431 feed_ship(struct shpstr *sp, register int *vec, int etus, int *needed,
434 double food_eaten, land_eaten;
440 int starved, lvec[I_MAX + 1];
445 return 0; /* no food no work to do */
448 (etus * eatrate) * (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]);
449 ifood_eaten = (int)food_eaten;
450 if ((food_eaten - ifood_eaten) > 0)
454 if (!player->simulation && food_eaten > vec[I_FOOD])
455 vec[I_FOOD] += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
456 I_FOOD, (ifood_eaten - vec[I_FOOD]));
458 if (food_eaten > vec[I_FOOD]) {
459 /* doit - only steal food from land units during the update */
460 if (sp->shp_nland > 0 && doit) {
461 snxtitem_all(&ni, EF_LAND);
462 while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) &&
463 (food_eaten > vec[I_FOOD])) {
464 if (lp->lnd_ship != sp->shp_uid)
466 need = ifood_eaten - vec[I_FOOD];
467 getvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
468 land_eaten = (etus * eatrate) * (double)lnd_getmil(lp);
469 if (lvec[I_FOOD] - need > land_eaten) {
471 lvec[I_FOOD] -= need;
472 } else if ((lvec[I_FOOD] - land_eaten) > 0) {
473 vec[I_FOOD] += (lvec[I_FOOD] - land_eaten);
474 lvec[I_FOOD] -= (lvec[I_FOOD] - land_eaten);
476 putvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
481 if (food_eaten > vec[I_FOOD]) {
482 *needed = food_eaten - vec[I_FOOD];
483 if (*needed < (food_eaten - vec[I_FOOD]))
485 if (opt_NEW_STARVE) {
486 can_eat = (vec[I_FOOD] / (etus * eatrate));
487 total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
489 /* only want to starve off at most 1/2 the populace. */
490 if (can_eat < (total_people / 2))
491 can_eat = total_people / 2;
493 to_starve = total_people - can_eat;
494 while (to_starve && vec[I_UW]) {
499 while (to_starve && vec[I_CIVIL]) {
504 while (to_starve && vec[I_MILIT]) {
511 } else { /* ! opt_NEW_STARVE */
512 people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
513 starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
514 /* only want to starve off at most 1/2 the populace. */
515 if (people_left < 0.5)
517 vec[I_CIVIL] = (int)(vec[I_CIVIL] * people_left);
518 vec[I_MILIT] = (int)(vec[I_MILIT] * people_left);
519 vec[I_UW] = (int)(vec[I_UW] * people_left);
520 starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
524 vec[I_FOOD] -= (int)food_eaten;