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
34 * Markus Armbruster, 2006
60 static void shiprepair(struct shpstr *, struct natstr *, int *, int);
61 static void upd_ship(struct shpstr *, int, struct natstr *, int *, int);
62 static int feed_ship(struct shpstr *, 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 if (sp->shp_effic < SHIP_MINEFF) {
81 makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
82 sp->shp_x, sp->shp_y);
87 np = getnatp(sp->shp_own);
88 if (lastx == 9999 || lasty == 9999) {
92 if (lastx != sp->shp_x || lasty != sp->shp_y) {
94 bp_disable_cachepath();
96 bp_enable_cachepath();
98 start_money = np->nat_money;
99 upd_ship(sp, etus, np, bp, build);
100 if (build && !player->simulation) /* make sure to only autonav once */
101 nav_ship(sp); /* autonav the ship */
102 sea_money[sp->shp_own] += np->nat_money - start_money;
103 if (!build || np->nat_money != start_money)
105 if (player->simulation)
106 np->nat_money = start_money;
108 bp_disable_cachepath();
109 bp_clear_cachepath();
112 if (build && !player->simulation) /* make sure to only sail once */
119 upd_ship(struct shpstr *sp, int etus,
120 struct natstr *np, int *bp, int build)
121 /* build = 1, maintain = 0 */
123 struct sctstr *sectp;
129 struct pchrstr *product;
130 unsigned char *resource;
137 mp = &mchr[(int)sp->shp_type];
139 if (!sp->shp_off && np->nat_money >= 0)
140 shiprepair(sp, np, bp, etus);
141 if (!player->simulation)
145 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
147 cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
148 if (np->nat_money < cost && !player->simulation) {
149 if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
151 "%s lost to lack of maintenance\n", prship(sp));
152 makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
153 sp->shp_x, sp->shp_y);
158 "%s lost %d%% to lack of maintenance\n",
159 prship(sp), sp->shp_effic - eff);
162 np->nat_money -= cost;
165 if (!player->simulation) {
166 sectp = getsectp(sp->shp_x, sp->shp_y);
169 if ((mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
170 product = &pchr[dchr[SCT_OIL].d_prd];
171 oil_gained = roundavg(total_work(100, etus,
172 sp->shp_item[I_CIVIL],
173 sp->shp_item[I_MILIT],
176 * sp->shp_effic / 100.0
177 * sectp->sct_oil / 100.0
178 * prod_eff(SCT_OIL, 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;
194 if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
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(SCT_AGRI, sp->shp_tech));
206 if ((n = feed_ship(sp, etus)) > 0) {
207 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
209 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
211 max_food = mp->m_item[I_FOOD];
212 if (sp->shp_item[I_FOOD] > max_food)
213 sp->shp_item[I_FOOD] = max_food;
215 * do plague stuff. plague can't break out on ships,
216 * but it can still kill people.
218 pstage = sp->shp_pstage;
219 ptime = sp->shp_ptime;
220 if (pstage != PLG_HEALTHY) {
221 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
225 "PLAGUE deaths reported on %s\n", prship(sp));
226 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
229 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
232 /* Are we still incubating? */
234 /* Yes. Will it turn "infectious" next time? */
236 /* Yes. Report an outbreak. */
238 "Outbreak of PLAGUE on %s!\n", prship(sp));
239 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
242 /* It has already moved on to "infectious" */
244 "%s battling PLAGUE\n", prship(sp));
248 /* Has the plague moved to "incubation" yet? */
250 /* Yes. Will it turn "infectious" next time? */
252 /* Yes. Report an outbreak. */
254 "Outbreak of PLAGUE on %s!\n", prship(sp));
255 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
263 sp->shp_pstage = pstage;
264 sp->shp_ptime = ptime;
266 pops[sp->shp_own] += sp->shp_item[I_CIVIL];
272 * idea is: a sector full of workers can fix up eight
273 * battleships +8 % eff each etu. This will cost around
274 * 8 * 8 * $40 = $2560!
277 shiprepair(struct shpstr *ship, struct natstr *np, int *bp, int etus)
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);
352 get_materials(sp, bp, mvec, 0);
355 if (mvec[I_LCM] < lcm_needed)
356 buildp = MIN(buildp, (float)mvec[I_LCM] / (float)mp->m_lcm);
357 if (mvec[I_HCM] < hcm_needed)
358 buildp = MIN(buildp, (float)mvec[I_HCM] / (float)mp->m_hcm);
360 build = ldround(buildp * 100.0, 1);
361 memset(mvec, 0, sizeof(mvec));
362 mvec[I_LCM] = roundavg(mp->m_lcm * buildp);
363 mvec[I_HCM] = roundavg(mp->m_hcm * buildp);
364 get_materials(sp, bp, mvec, 1);
366 if (sp->sct_type != SCT_HARBR)
368 wf -= build * w_p_eff;
371 * I didn't use roundavg here, because I want to penalize
372 * the player with a large number of ships.
374 if (!player->simulation)
375 avail = (sp->sct_avail * 100 + wf) / 100;
377 avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
380 if (!player->simulation)
381 sp->sct_avail = avail;
383 pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
385 if (sp->sct_type != SCT_HARBR)
386 if ((build + ship->shp_effic) > 80) {
387 build = 80 - ship->shp_effic;
392 np->nat_money -= mult * mp->m_cost * build / 100.0;
393 if (!player->simulation)
394 ship->shp_effic += (signed char)build;
398 * returns the number who starved, if any.
401 feed_ship(struct shpstr *sp, int etus)
411 needed = (int)ceil(food_needed(sp->shp_item, etus));
414 if (needed > sp->shp_item[I_FOOD])
415 sp->shp_item[I_FOOD] += supply_commod(sp->shp_own,
416 sp->shp_x, sp->shp_y, I_FOOD,
417 needed - sp->shp_item[I_FOOD]);
418 if (needed > sp->shp_item[I_FOOD]) {
419 /* take from embarked land units, but don't starve them */
420 snxtitem_all(&ni, EF_LAND);
421 while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
422 if (lp->lnd_ship != sp->shp_uid)
424 give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
427 take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
428 sp->shp_item[I_FOOD] += take;
429 lp->lnd_item[I_FOOD] -= take;
433 return feed_people(sp->shp_item, etus);