2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2004, 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;
118 u_short pstage, ptime;
122 struct pchrstr *product;
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 * dmin(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],
175 * (double)sp->shp_effic / 100.0
176 * (double)sectp->sct_oil / 100.0
177 * prod_eff(product, sp->shp_tech));
178 max_oil = mp->m_item[I_OIL];
179 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
180 oil_gained = max_oil - sp->shp_item[I_OIL];
181 sp->shp_item[I_OIL] += oil_gained;
182 if (product->p_nrdep != 0 && oil_gained > 0) {
183 resource = ((s_char *)sectp) + product->p_nrndx;
184 *resource -= roundavg(oil_gained *
185 product->p_nrdep / 100.0);
188 if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
189 product = &pchr[P_FOOD];
190 sp->shp_item[I_FOOD] += roundavg(total_work(100, etus,
191 sp->shp_item[I_CIVIL],
192 sp->shp_item[I_MILIT],
194 * (double)sp->shp_effic / 100.0
195 * (double)sectp->sct_fertil / 100.0
196 * prod_eff(product, sp->shp_tech));
198 if ((n = feed_ship(sp, etus, &needed, 1)) > 0) {
199 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
201 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
203 max_food = mp->m_item[I_FOOD];
204 if (sp->shp_item[I_FOOD] > max_food)
205 sp->shp_item[I_FOOD] = max_food;
207 * do plague stuff. plague can't break out on ships,
208 * but it can still kill people.
210 pstage = sp->shp_pstage;
211 ptime = sp->shp_ptime;
212 if (pstage != PLG_HEALTHY) {
213 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
217 "PLAGUE deaths reported on %s\n", prship(sp));
218 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
221 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
224 /* Are we still incubating? */
226 /* Yes. Will it turn "infectious" next time? */
228 /* Yes. Report an outbreak. */
230 "Outbreak of PLAGUE on %s!\n", prship(sp));
231 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
234 /* It has already moved on to "infectious" */
236 "%s battling PLAGUE\n", prship(sp));
240 /* Has the plague moved to "incubation" yet? */
242 /* Yes. Will it turn "infectious" next time? */
244 /* Yes. Report an outbreak. */
246 "Outbreak of PLAGUE on %s!\n", prship(sp));
247 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
255 sp->shp_pstage = pstage;
256 sp->shp_ptime = ptime;
258 pops[sp->shp_own] += sp->shp_item[I_CIVIL];
264 * idea is: a sector full of workers can fix up eight
265 * battleships +8 % eff each etu. This will cost around
266 * 8 * 8 * $40 = $2560!
269 shiprepair(struct shpstr *ship, struct natstr *np,
277 int lcm_needed, hcm_needed;
285 mp = &mchr[(int)ship->shp_type];
286 sp = getsectp(ship->shp_x, ship->shp_y);
288 if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
289 rel = getrel(getnatp(sp->sct_own), ship->shp_own);
296 /* only military can work on a military boat */
297 if (ship->shp_glim > 0)
298 wf = etus * ship->shp_item[I_MILIT] / 2;
300 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
302 if (sp->sct_type != SCT_HARBR) {
306 if (!player->simulation)
307 avail = wf + sp->sct_avail * 100;
309 avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
312 w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
314 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
318 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
321 if (ship->shp_effic == 100) {
322 /* ship is ok; no repairs needed */
326 left = 100 - ship->shp_effic;
327 delta = roundavg((double)avail / w_p_eff);
330 if (delta > etus * ship_grow_scale)
331 delta = etus * ship_grow_scale;
335 /* delta is the max amount we can grow */
337 left = 100 - ship->shp_effic;
341 leftp = ((float)left / 100.0);
342 memset(mvec, 0, sizeof(mvec));
343 mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp), 1);
344 mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1);
346 get_materials(sp, bp, mvec, 0);
348 if (mvec[I_LCM] >= lcm_needed)
351 buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
352 if (mvec[I_HCM] < hcm_needed)
353 buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
355 build = ldround((double)(buildp * 100.0), 1);
356 memset(mvec, 0, sizeof(mvec));
357 mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
358 mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
360 get_materials(sp, bp, mvec, 1);
362 if (sp->sct_type != SCT_HARBR)
364 wf -= build * w_p_eff;
367 * I didn't use roundavg here, because I want to penalize
368 * the player with a large number of ships.
370 if (!player->simulation)
371 avail = (sp->sct_avail * 100 + wf) / 100;
373 avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
376 if (!player->simulation)
377 sp->sct_avail = avail;
379 pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
381 if (sp->sct_type != SCT_HARBR)
382 if ((build + ship->shp_effic) > 80) {
383 build = 80 - ship->shp_effic;
388 np->nat_money -= mult * mp->m_cost * build / 100.0;
389 if (!player->simulation)
390 ship->shp_effic += (s_char)build;
395 * returns the number who starved, if any.
398 feed_ship(struct shpstr *sp, int etus, int *needed, int doit)
400 double food_eaten, land_eaten;
410 return 0; /* no food no work to do */
413 = sp->shp_item[I_CIVIL] + sp->shp_item[I_MILIT] + sp->shp_item[I_UW];
414 food_eaten = etus * eatrate * total_people;
415 ifood_eaten = (int)food_eaten;
416 if (food_eaten - ifood_eaten > 0)
420 if (!player->simulation && ifood_eaten > sp->shp_item[I_FOOD])
422 += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
423 I_FOOD, ifood_eaten - sp->shp_item[I_FOOD]);
425 /* doit - only steal food from land units during the update */
426 if (ifood_eaten > sp->shp_item[I_FOOD] && sp->shp_nland > 0 && doit) {
427 snxtitem_all(&ni, EF_LAND);
428 while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) &&
429 ifood_eaten > sp->shp_item[I_FOOD]) {
430 if (lp->lnd_ship != sp->shp_uid)
432 need = ifood_eaten - sp->shp_item[I_FOOD];
433 land_eaten = etus * eatrate * lnd_getmil(lp);
434 if (lp->lnd_item[I_FOOD] - need > land_eaten) {
435 sp->shp_item[I_FOOD] += need;
436 lp->lnd_item[I_FOOD] -= need;
437 } else if (lp->lnd_item[I_FOOD] - land_eaten > 0) {
438 sp->shp_item[I_FOOD] += lp->lnd_item[I_FOOD] - land_eaten;
439 lp->lnd_item[I_FOOD] -= lp->lnd_item[I_FOOD] - land_eaten;
444 if (ifood_eaten > sp->shp_item[I_FOOD]) {
445 *needed = ifood_eaten - sp->shp_item[I_FOOD];
446 can_eat = sp->shp_item[I_FOOD] / (etus * eatrate);
447 /* only want to starve off at most 1/2 the populace. */
448 if (can_eat < total_people / 2)
449 can_eat = total_people / 2;
451 to_starve = total_people - can_eat;
452 while (to_starve && sp->shp_item[I_UW]) {
455 sp->shp_item[I_UW]--;
457 while (to_starve && sp->shp_item[I_CIVIL]) {
460 sp->shp_item[I_CIVIL]--;
462 while (to_starve && sp->shp_item[I_MILIT]) {
465 sp->shp_item[I_MILIT]--;
468 sp->shp_item[I_FOOD] = 0;
470 sp->shp_item[I_FOOD] -= (int)food_eaten;