2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2005, 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))
59 static int shiprepair(struct shpstr *, struct natstr *,
61 static void upd_ship(struct shpstr *, int,
62 struct natstr *, int *, int);
65 prod_ship(int etus, int natnum, int *bp, int build)
66 /* build = 1, maintain = 0 */
72 int lastx = 9999, lasty = 9999;
74 bp_enable_cachepath();
75 for (n = 0; NULL != (sp = getshipp(n)); n++) {
78 if (sp->shp_own != natnum)
80 np = getnatp(sp->shp_own);
81 start_money = np->nat_money;
82 if (lastx == 9999 || lasty == 9999) {
86 if (lastx != sp->shp_x || lasty != sp->shp_y) {
88 bp_disable_cachepath();
90 bp_enable_cachepath();
92 upd_ship(sp, etus, np, bp, build);
93 if (build && !player->simulation) /* make sure to only autonav once */
94 nav_ship(sp); /* autonav the ship */
95 sea_money[sp->shp_own] += np->nat_money - start_money;
96 if ((build && (np->nat_money != start_money)) || (!build))
98 if (player->simulation)
99 np->nat_money = start_money;
101 bp_disable_cachepath();
102 bp_clear_cachepath();
105 if (build && !player->simulation) /* make sure to only sail once */
112 upd_ship(struct shpstr *sp, int etus,
113 struct natstr *np, int *bp, int build)
114 /* build = 1, maintain = 0 */
116 struct sctstr *sectp;
122 struct pchrstr *product;
131 mp = &mchr[(int)sp->shp_type];
133 if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
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,
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 || np->nat_money < cost)
147 && !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 if (!player->simulation) {
165 sectp = getsectp(sp->shp_x, sp->shp_y);
167 if ((mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
169 * take care of oil production
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],
177 * (double)sp->shp_effic / 100.0
178 * (double)sectp->sct_oil / 100.0
179 * prod_eff(product, sp->shp_tech));
180 max_oil = mp->m_item[I_OIL];
181 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
182 oil_gained = max_oil - sp->shp_item[I_OIL];
183 sp->shp_item[I_OIL] += oil_gained;
184 if (product->p_nrdep != 0 && oil_gained > 0) {
185 resource = (u_char *)sectp + product->p_nrndx;
186 dep = roundavg(oil_gained * product->p_nrdep / 100.0);
187 if (CANT_HAPPEN(dep > *resource))
192 if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
193 product = &pchr[P_FOOD];
195 += roundavg(total_work(100, etus,
196 sp->shp_item[I_CIVIL],
197 sp->shp_item[I_MILIT],
200 * sp->shp_effic / 100.0
201 * sectp->sct_fertil / 100.0
202 * prod_eff(product, sp->shp_tech));
204 if ((n = feed_ship(sp, etus, &needed, 1)) > 0) {
205 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
207 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
209 max_food = mp->m_item[I_FOOD];
210 if (sp->shp_item[I_FOOD] > max_food)
211 sp->shp_item[I_FOOD] = max_food;
213 * do plague stuff. plague can't break out on ships,
214 * but it can still kill people.
216 pstage = sp->shp_pstage;
217 ptime = sp->shp_ptime;
218 if (pstage != PLG_HEALTHY) {
219 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
223 "PLAGUE deaths reported on %s\n", prship(sp));
224 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
227 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
230 /* Are we still incubating? */
232 /* Yes. Will it turn "infectious" next time? */
234 /* Yes. Report an outbreak. */
236 "Outbreak of PLAGUE on %s!\n", prship(sp));
237 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
240 /* It has already moved on to "infectious" */
242 "%s battling PLAGUE\n", prship(sp));
246 /* Has the plague moved to "incubation" yet? */
248 /* Yes. Will it turn "infectious" next time? */
250 /* Yes. Report an outbreak. */
252 "Outbreak of PLAGUE on %s!\n", prship(sp));
253 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
261 sp->shp_pstage = pstage;
262 sp->shp_ptime = ptime;
264 pops[sp->shp_own] += sp->shp_item[I_CIVIL];
270 * idea is: a sector full of workers can fix up eight
271 * battleships +8 % eff each etu. This will cost around
272 * 8 * 8 * $40 = $2560!
275 shiprepair(struct shpstr *ship, struct natstr *np,
283 int lcm_needed, hcm_needed;
291 mp = &mchr[(int)ship->shp_type];
292 sp = getsectp(ship->shp_x, ship->shp_y);
294 if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
295 rel = getrel(getnatp(sp->sct_own), ship->shp_own);
302 /* only military can work on a military boat */
303 if (ship->shp_glim > 0)
304 wf = etus * ship->shp_item[I_MILIT] / 2;
306 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
308 if (sp->sct_type != SCT_HARBR) {
312 if (!player->simulation)
313 avail = wf + sp->sct_avail * 100;
315 avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
318 w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
320 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
324 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
327 if (ship->shp_effic == 100) {
328 /* ship is ok; no repairs needed */
332 left = 100 - ship->shp_effic;
333 delta = roundavg((double)avail / w_p_eff);
336 if (delta > (int)((float)etus * ship_grow_scale))
337 delta = (int)((float)etus * ship_grow_scale);
341 /* delta is the max amount we can grow */
343 left = 100 - ship->shp_effic;
347 leftp = ((float)left / 100.0);
348 memset(mvec, 0, sizeof(mvec));
349 mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp), 1);
350 mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1);
352 get_materials(sp, bp, mvec, 0);
354 if (mvec[I_LCM] >= lcm_needed)
357 buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
358 if (mvec[I_HCM] < hcm_needed)
359 buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
361 build = ldround((double)(buildp * 100.0), 1);
362 memset(mvec, 0, sizeof(mvec));
363 mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
364 mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
366 get_materials(sp, bp, mvec, 1);
368 if (sp->sct_type != SCT_HARBR)
370 wf -= build * w_p_eff;
373 * I didn't use roundavg here, because I want to penalize
374 * the player with a large number of ships.
376 if (!player->simulation)
377 avail = (sp->sct_avail * 100 + wf) / 100;
379 avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
382 if (!player->simulation)
383 sp->sct_avail = avail;
385 pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
387 if (sp->sct_type != SCT_HARBR)
388 if ((build + ship->shp_effic) > 80) {
389 build = 80 - ship->shp_effic;
394 np->nat_money -= mult * mp->m_cost * build / 100.0;
395 if (!player->simulation)
396 ship->shp_effic += build;
401 * returns the number who starved, if any.
404 feed_ship(struct shpstr *sp, int etus, int *needed, int doit)
406 double food_eaten, land_eaten;
416 return 0; /* no food no work to do */
419 = sp->shp_item[I_CIVIL] + sp->shp_item[I_MILIT] + sp->shp_item[I_UW];
420 food_eaten = etus * eatrate * total_people;
421 ifood_eaten = (int)food_eaten;
422 if (food_eaten - ifood_eaten > 0)
426 if (!player->simulation && ifood_eaten > sp->shp_item[I_FOOD])
428 += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
429 I_FOOD, ifood_eaten - sp->shp_item[I_FOOD]);
431 /* doit - only steal food from land units during the update */
432 if (ifood_eaten > sp->shp_item[I_FOOD] && sp->shp_nland > 0 && doit) {
433 snxtitem_all(&ni, EF_LAND);
434 while ((lp = (struct lndstr *)nxtitemp(&ni)) &&
435 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;