/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
* supply.c: Supply subroutines
- *
+ *
* Known contributors to this file:
- *
+ * Markus Armbruster, 2004-2013
*/
#include <config.h>
-#include "misc.h"
-#include "nat.h"
-#include "ship.h"
-#include "land.h"
-#include "sect.h"
-#include "xy.h"
-#include "nsc.h"
-#include "path.h"
-#include "item.h"
+#include <math.h>
+#include "chance.h"
+#include "empobj.h"
#include "file.h"
+#include "land.h"
+#include "nat.h"
#include "optlist.h"
-#include "player.h"
+#include "path.h"
#include "prototypes.h"
+#include "sect.h"
+#include "ship.h"
+static int s_commod(struct empobj *, short *, i_type, int, int, int);
static int get_minimum(struct lndstr *, i_type);
-static int s_commod(int, int, int, i_type, int, int);
-
-/*
- * We want to get enough guns to be maxed out, enough shells to
- * fire once, one update's worth of food, enough fuel for
- * one update.
- *
- * Firts, try to forage in the sector
- * Second look for a warehouse or headquarters to leech
- * Third, look for a ship we own in a harbor
- * Fourth, look for supplies in a supply unit we own
- * (one good reason to do this last is that the supply
- * unit will then call resupply, taking more time)
- *
- * May want to put code to resupply with SAMs here, later --ts
- *
- */
-void
-resupply_all(struct lndstr *lp)
+int
+sct_supply(struct sctstr *sp, i_type type, int wanted)
{
- if (!opt_NOFOOD)
- resupply_commod(lp, I_FOOD);
- resupply_commod(lp, I_SHELL);
- if (opt_FUEL)
- resupply_commod(lp, I_PETROL);
+ return s_commod((struct empobj *)sp, sp->sct_item,
+ type, wanted, ITEM_MAX, 1);
}
-/*
- * If the unit has less than it's minimum level of a
- * certain commodity, fill it, to the best of our abilities.
- */
-
-void
-resupply_commod(struct lndstr *lp, i_type type)
+int
+shp_supply(struct shpstr *sp, i_type type, int wanted)
{
- int amt;
- struct shpstr ship;
-
- /* Ok, do we now have enough? */
- amt = get_minimum(lp, type) - lp->lnd_item[type];
- if (amt > 0) {
- lp->lnd_item[type] += supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
- type, amt);
- amt = get_minimum(lp, type) - lp->lnd_item[type];
- }
- /* Now, check again to see if we have enough. */
- if (amt > 0) {
- /* Are we on a ship? if so, try to get it from the ship first. */
- if (lp->lnd_ship >= 0) {
- getship(lp->lnd_ship, &ship);
- /* Now, determine how much we can get */
- if (amt > ship.shp_item[type])
- amt = ship.shp_item[type];
- /* Now, add and subtract */
- lp->lnd_item[type] += amt;
- ship.shp_item[type] -= amt;
- putship(lp->lnd_ship, &ship);
- }
- }
-
- if (opt_FUEL && type == I_PETROL) {
- int fuel_needed = (lp->lnd_fuelu * (((float)etu_per_update
- * land_mob_scale)) / 10.0);
+ return s_commod((struct empobj *)sp, sp->shp_item,
+ type, wanted, mchr[sp->shp_type].m_item[type], 1);
+}
- while ((lp->lnd_fuel < fuel_needed) && lp->lnd_item[I_PETROL]) {
- lp->lnd_fuel += 10;
- if (lp->lnd_fuel > lp->lnd_fuelc)
- lp->lnd_fuel = lp->lnd_fuelc;
- lp->lnd_item[I_PETROL]--;
- }
- }
+int
+lnd_supply(struct lndstr *lp, i_type type, int wanted)
+{
+ return s_commod((struct empobj *)lp, lp->lnd_item,
+ type, wanted, lchr[lp->lnd_type].l_item[type], 1);
}
-/*
- * Actually get the commod
- */
int
-supply_commod(int own, int x, int y, i_type type, int total_wanted)
+lnd_in_supply(struct lndstr *lp)
{
- if (total_wanted < 0)
- return 0;
- return s_commod(own, x, y, type, total_wanted, !player->simulation);
+ if (!opt_NOFOOD) {
+ if (lp->lnd_item[I_FOOD] < get_minimum(lp, I_FOOD))
+ return 0;
+ }
+ return lp->lnd_item[I_SHELL] >= get_minimum(lp, I_SHELL);
}
-/*
- * Just return the number you COULD get, without doing it
- */
int
-try_supply_commod(int own, int x, int y, i_type type, int total_wanted)
+lnd_supply_all(struct lndstr *lp)
{
- if (total_wanted < 0)
- return 0;
+ int fail = 0;
- return s_commod(own, x, y, type, total_wanted, 0);
+ if (!opt_NOFOOD)
+ fail |= !lnd_supply(lp, I_FOOD, get_minimum(lp, I_FOOD));
+ fail |= !lnd_supply(lp, I_SHELL, get_minimum(lp, I_SHELL));
+ return !fail;
}
-/* Get supplies of a certain type */
+/*
+ * Actually get the commod
+ *
+ * First, try to forage in the sector
+ * Second look for a warehouse or headquarters to leech
+ * Third, look for a ship we own in a harbor
+ * Fourth, look for supplies in a supply unit we own
+ * (one good reason to do this last is that the supply
+ * unit will then call resupply, taking more time)
+ *
+ * May want to put code to resupply with SAMs here, later --ts
+ */
static int
-s_commod(int own, int x, int y, i_type type, int total_wanted,
- int actually_doit)
+s_commod(struct empobj *sink, short *vec,
+ i_type type, int wanted, int limit, int actually_doit)
{
- int wanted = total_wanted;
- int gotten = 0, lookrange;
- struct sctstr sect, dest;
+ natid own = sink->own;
+ coord x = sink->x;
+ coord y = sink->y;
+ int lookrange;
+ struct sctstr sect;
struct nstr_sect ns;
struct nstr_item ni;
struct lchrstr *lcp;
struct shpstr ship;
struct lndstr land;
/* leave at least 1 military in sectors/ships */
- int minimum = (type == I_MILIT ? 1 : 0);
+ int minimum = 0;
int can_move;
double move_cost, weight, mobcost;
int packing;
struct dchrstr *dp;
struct ichrstr *ip;
- s_char buf[1024];
+
+ if (wanted > limit)
+ wanted = limit;
+ if (wanted <= vec[type])
+ return 1;
+ wanted -= vec[type];
/* try to get it from sector we're in */
- getsect(x, y, &dest);
- getsect(x, y, §);
- if (sect.sct_own == own) {
- if (sect.sct_item[type] - wanted >= minimum) {
- sect.sct_item[type] -= wanted;
- if (actually_doit)
- putsect(§);
- return total_wanted;
- } else if (sect.sct_item[type] - minimum > 0) {
- gotten += sect.sct_item[type] - minimum;
- wanted -= sect.sct_item[type] - minimum;
- sect.sct_item[type] = minimum;
- if (actually_doit)
- putsect(§);
+ if (sink->ef_type != EF_SECTOR) {
+ getsect(x, y, §);
+ if (sect.sct_own == own) {
+ if (!opt_NOFOOD && type == I_FOOD)
+ minimum = 1 + (int)ceil(food_needed(sect.sct_item,
+ etu_per_update));
+ if (sect.sct_item[type] - wanted >= minimum) {
+ sect.sct_item[type] -= wanted;
+ if (actually_doit) {
+ vec[type] += wanted;
+ putsect(§);
+ put_empobj(sink->ef_type, sink->uid, sink);
+ }
+ return 1;
+ } else if (sect.sct_item[type] - minimum > 0) {
+ wanted -= sect.sct_item[type] - minimum;
+ sect.sct_item[type] = minimum;
+ if (actually_doit) {
+ vec[type] += sect.sct_item[type] - minimum;
+ putsect(§);
+ }
+ }
}
}
+
/* look for a headquarters or warehouse */
lookrange = tfact(own, 10.0);
snxtsct_dist(&ns, x, y, lookrange);
while (nxtsct(&ns, §) && wanted) {
+ if (ns.curdist == 0)
+ continue;
if (sect.sct_own != own)
continue;
if ((sect.sct_type != SCT_WAREH) &&
continue;
if (sect.sct_effic < 60)
continue;
- if (BestLandPath(buf, &dest, §, &move_cost, MOB_ROAD) ==
- (s_char *)0)
+ move_cost = path_find(sect.sct_x, sect.sct_y, x, y, own, MOB_MOVE);
+ if (move_cost < 0)
continue;
- if (!opt_NOFOOD && type == I_FOOD) {
- minimum = 2 + ((etu_per_update * eatrate)
- * (sect.sct_item[I_CIVIL] + sect.sct_item[I_MILIT]
- + sect.sct_item[I_UW]));
- }
- if (sect.sct_item[type] <= minimum) {
- /* Don't bother... */
+ if (!opt_NOFOOD && type == I_FOOD)
+ minimum = 1 + (int)ceil(food_needed(sect.sct_item,
+ etu_per_update));
+ if (sect.sct_item[type] <= minimum)
continue;
- }
ip = &ichr[type];
dp = &dchr[sect.sct_type];
packing = ip->i_pkg[dp->d_pkg];
if (packing > 1 && sect.sct_effic < 60)
packing = 1;
- weight = ((double)ip->i_lbs / (double)packing);
+ weight = (double)ip->i_lbs / packing;
mobcost = move_cost * weight;
if (mobcost > 0)
- can_move = ((double)sect.sct_mobil / mobcost);
+ can_move = (double)sect.sct_mobil / mobcost;
else
can_move = sect.sct_item[type] - minimum;
if (can_move > sect.sct_item[type] - minimum)
sect.sct_item[type] -= wanted;
/* take off mobility for delivering sect */
- n = roundavg(total_wanted * weight * move_cost);
- if (n < 0)
- n = 0;
- if (n > sect.sct_mobil)
- n = sect.sct_mobil;
- sect.sct_mobil -= (u_char)n;
-
- if (actually_doit)
+ n = roundavg(wanted * weight * move_cost);
+ sect.sct_mobil -= LIMIT_TO(n, 0, sect.sct_mobil);
+ if (actually_doit) {
+ vec[type] += wanted;
putsect(§);
-
- return total_wanted;
+ put_empobj(sink->ef_type, sink->uid, sink);
+ }
+ return 1;
} else if (can_move > 0) {
int n;
- gotten += can_move;
wanted -= can_move;
sect.sct_item[type] -= can_move;
/* take off mobility for delivering sect */
n = roundavg(can_move * weight * move_cost);
- if (n < 0)
- n = 0;
- if (n > sect.sct_mobil)
- n = sect.sct_mobil;
- sect.sct_mobil -= (u_char)n;
-
- if (actually_doit)
+ sect.sct_mobil -= LIMIT_TO(n, 0, sect.sct_mobil);
+ if (actually_doit) {
+ vec[type] += can_move;
putsect(§);
+ }
}
}
/* look for an owned ship in a harbor */
snxtitem_dist(&ni, EF_SHIP, x, y, lookrange);
-
while (nxtitem(&ni, &ship) && wanted) {
+ if (sink->ef_type == EF_SHIP && sink->uid == ship.shp_uid)
+ continue;
if (ship.shp_own != own)
continue;
-
if (!(mchr[(int)ship.shp_type].m_flags & M_SUPPLY))
continue;
getsect(ship.shp_x, ship.shp_y, §);
continue;
if (sect.sct_effic < 2)
continue;
- if (BestLandPath(buf, &dest, §, &move_cost, MOB_ROAD) ==
- (s_char *)0)
+ move_cost = path_find(sect.sct_x, sect.sct_y, x, y, own, MOB_MOVE);
+ if (move_cost < 0)
continue;
if (!opt_NOFOOD && type == I_FOOD)
- minimum = 2 + ((etu_per_update * eatrate)
- * (ship.shp_item[I_CIVIL] + ship.shp_item[I_MILIT]
- + ship.shp_item[I_UW]));
- if (ship.shp_item[type] <= minimum) {
- /* Don't bother... */
+ minimum = 1 + (int)ceil(food_needed(ship.shp_item,
+ etu_per_update));
+ if (ship.shp_item[type] <= minimum)
continue;
- }
ip = &ichr[type];
dp = &dchr[sect.sct_type];
packing = ip->i_pkg[dp->d_pkg];
if (packing > 1 && sect.sct_effic < 60)
packing = 1;
- weight = ((double)ip->i_lbs / (double)packing);
+ weight = (double)ip->i_lbs / packing;
mobcost = move_cost * weight;
if (mobcost > 0)
- can_move = ((double)sect.sct_mobil / mobcost);
+ can_move = (double)sect.sct_mobil / mobcost;
else
can_move = ship.shp_item[type] - minimum;
if (can_move > ship.shp_item[type] - minimum)
ship.shp_item[type] -= wanted;
n = roundavg(wanted * weight * move_cost);
- if (n < 0)
- n = 0;
- if (n > sect.sct_mobil)
- n = sect.sct_mobil;
- sect.sct_mobil -= (u_char)n;
+ sect.sct_mobil -= LIMIT_TO(n, 0, sect.sct_mobil);
if (actually_doit) {
+ vec[type] += can_move;
putship(ship.shp_uid, &ship);
- putsect(§);
+ if (n)
+ putsect(§);
+ put_empobj(sink->ef_type, sink->uid, sink);
}
- return total_wanted;
+ return 1;
} else if (can_move > 0) {
int n;
- gotten += can_move;
wanted -= can_move;
ship.shp_item[type] -= can_move;
n = roundavg(can_move * weight * move_cost);
- if (n < 0)
- n = 0;
- if (n > sect.sct_mobil)
- n = sect.sct_mobil;
- sect.sct_mobil -= (u_char)n;
-
+ sect.sct_mobil -= LIMIT_TO(n, 0, sect.sct_mobil);
if (actually_doit) {
+ vec[type] += can_move;
putship(ship.shp_uid, &ship);
- putsect(§);
+ if (n)
+ putsect(§);
}
}
}
/* look for an owned supply unit */
snxtitem_dist(&ni, EF_LAND, x, y, lookrange);
-
while (nxtitem(&ni, &land) && wanted) {
int min;
+ if (sink->ef_type == EF_LAND && sink->uid == land.lnd_uid)
+ continue;
if (land.lnd_own != own)
continue;
if (land.lnd_item[type] <= get_minimum(&land, type))
continue;
- getsect(land.lnd_x, land.lnd_y, §);
- if (BestLandPath(buf, &dest, §, &move_cost, MOB_ROAD) ==
- (s_char *)0)
- continue;
-
- if ((land.lnd_ship >= 0) && (sect.sct_type != SCT_HARBR))
- continue;
+ if (land.lnd_ship >= 0) {
+ getsect(land.lnd_x, land.lnd_y, §);
+ if (sect.sct_type != SCT_HARBR || sect.sct_effic < 2)
+ continue;
+ }
- if ((land.lnd_ship >= 0) && (sect.sct_effic < 2))
+ move_cost = path_find(land.lnd_x, land.lnd_y, x, y, own, MOB_MOVE);
+ if (move_cost < 0)
continue;
+#if 0
+ /*
+ * Recursive supply is disabled for now. It can introduce
+ * cycles into the "resupplies from" relation. The code below
+ * attempts to break these cycles by temporarily zapping the
+ * commodity being supplied. That puts the land file in a
+ * funny state temporarily, risking loss of supplies when
+ * something goes wrong on the way. Worse, it increases
+ * lnd_seqno even when !actually_doit, which can lead to
+ * spurious seqno mismatch oopses in users of
+ * lnd_could_be_supplied(). I can't be bothered to clean up
+ * this mess right now, because recursive resupply is too dumb
+ * to be really useful anyway: each step uses the first source
+ * it finds, without consideration of mobility cost. If you
+ * re-enable it, don't forget to uncomment its documentation
+ * in supply.t as well.
+ */
if (land.lnd_item[type] - wanted < get_minimum(&land, type)) {
struct lndstr save;
save = land;
land.lnd_item[type] = 0;
putland(land.lnd_uid, &land);
+ save.lnd_seqno = land.lnd_seqno;
+
+ s_commod((struct empobj *)&land, land.lnd_item, type, wanted,
+ lchr[land.lnd_type].l_item[type] - wanted,
+ actually_doit);
+ land.lnd_item[type] += save.lnd_item[type];
- land.lnd_item[type] =
- save.lnd_item[type] + s_commod(own, land.lnd_x, land.lnd_y,
- type, wanted, actually_doit);
if (actually_doit)
putland(land.lnd_uid, &land);
else
putland(save.lnd_uid, &save);
}
+#endif
min = get_minimum(&land, type);
ip = &ichr[type];
- weight = ((double)ip->i_lbs);
+ weight = ip->i_lbs;
mobcost = move_cost * weight;
if (mobcost > 0)
- can_move = ((double)land.lnd_mobil / mobcost);
+ can_move = (double)land.lnd_mobil / mobcost;
else
can_move = land.lnd_item[type] - min;
if (can_move > land.lnd_item[type] - min)
if (can_move >= wanted) {
land.lnd_item[type] -= wanted;
-
- /* resupply the supply unit */
- resupply_commod(&land, type);
-
land.lnd_mobil -= roundavg(wanted * weight * move_cost);
-
- if (actually_doit)
+ if (actually_doit) {
+ vec[type] += wanted;
putland(land.lnd_uid, &land);
- return total_wanted;
+ put_empobj(sink->ef_type, sink->uid, sink);
+ }
+ return 1;
} else if (can_move > 0) {
- gotten += can_move;
wanted -= can_move;
land.lnd_item[type] -= can_move;
-
land.lnd_mobil -= roundavg(can_move * weight * move_cost);
-
- if (actually_doit)
+ if (actually_doit) {
+ vec[type] += can_move;
putland(land.lnd_uid, &land);
+ }
}
}
- /* We've done the best we could */
- /* return the number gotten */
- return gotten;
+ if (actually_doit)
+ put_empobj(sink->ef_type, sink->uid, sink);
+ return 0;
}
-
/*
* We want to get enough shells to fire once,
- * one update's worth of food, enough fuel for
- * one update.
+ * one update's worth of food.
*/
-
static int
get_minimum(struct lndstr *lp, i_type type)
{
case I_FOOD:
if (opt_NOFOOD)
return 0; /* no food reqd, get out */
- want = (((double)etu_per_update * eatrate) *
- (double)total_mil(lp)) + 1;
+ want = (int)ceil(food_needed(lp->lnd_item, etu_per_update));
break;
case I_SHELL:
- want = lp->lnd_ammo;
- break;
-
- /*
- * return the amount of pet we'd need to get to
- * enough fuel for 1 update
- *
- */
- case I_PETROL:
- if (opt_FUEL == 0)
- return 0;
- want = (lp->lnd_fuelu * (((float)etu_per_update *
- land_mob_scale)) / 10.0);
- want -= lp->lnd_fuel;
- if (want > 0) {
- double d;
- d = (double)want / 10.0;
- want = (int)d;
- if (want == 0)
- want++;
- }
-
- max = want;
+ want = lcp->l_ammo;
break;
default:
return 0;
}
int
-has_supply(struct lndstr *lp)
+lnd_could_be_supplied(struct lndstr *lp)
{
- int shells_needed, shells, keepshells;
- int food, food_needed, keepfood;
- int fuel_needed, fuel, petrol_needed, petrol, keeppetrol;
+ int res, food, food_needed, shells_needed, shells;
if (!opt_NOFOOD) {
food_needed = get_minimum(lp, I_FOOD);
- food = keepfood = lp->lnd_item[I_FOOD];
+ food = lp->lnd_item[I_FOOD];
if (food < food_needed) {
- lp->lnd_item[I_FOOD] = 0;
- putland(lp->lnd_uid, lp);
- food += try_supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
- I_FOOD, (food_needed - food));
- lp->lnd_item[I_FOOD] = keepfood;
- putland(lp->lnd_uid, lp);
+ res = s_commod((struct empobj *)lp, lp->lnd_item,
+ I_FOOD, food_needed,
+ lchr[lp->lnd_type].l_item[I_FOOD], 0);
+ lp->lnd_item[I_FOOD] = food;
+ if (!res)
+ return 0;
}
- if (food < food_needed)
- return 0;
-
- }
-
- shells_needed = lp->lnd_ammo;
- shells = keepshells = lp->lnd_item[I_SHELL];
- if (shells < shells_needed) {
- lp->lnd_item[I_SHELL] = 0;
- putland(lp->lnd_uid, lp);
- shells += try_supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
- I_SHELL, (shells_needed - shells));
- lp->lnd_item[I_SHELL] = keepshells;
- putland(lp->lnd_uid, lp);
}
- if (shells < shells_needed)
- return 0;
-
- if (opt_FUEL) {
- fuel_needed = lp->lnd_fuelu;
- fuel = lp->lnd_fuel;
- if (fuel < fuel_needed) {
- petrol_needed =
- ldround(((double)(fuel_needed - fuel) / 10.0), 1);
- petrol = keeppetrol = lp->lnd_item[I_PETROL];
- if (petrol < petrol_needed) {
- lp->lnd_item[I_PETROL] = 0;
- putland(lp->lnd_uid, lp);
- petrol += try_supply_commod(lp->lnd_own,
- lp->lnd_x, lp->lnd_y,
- I_PETROL,
- (petrol_needed - petrol));
- lp->lnd_item[I_PETROL] = keeppetrol;
- putland(lp->lnd_uid, lp);
- }
- fuel += petrol * 10;
- }
-
- if (fuel < fuel_needed)
- return 0;
- }
- /* end opt_FUEL */
- return 1;
-}
-
-int
-use_supply(struct lndstr *lp)
-{
- int shells_needed, shells, food, food_needed;
- int fuel_needed, fuel, petrol_needed, petrol;
-
- shells_needed = lp->lnd_ammo;
+ shells_needed = lchr[lp->lnd_type].l_ammo;
shells = lp->lnd_item[I_SHELL];
if (shells < shells_needed) {
- lp->lnd_item[I_SHELL] = 0;
- putland(lp->lnd_uid, lp);
- shells += supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y, I_SHELL,
- (shells_needed - shells));
+ res = s_commod((struct empobj *)lp, lp->lnd_item,
+ I_SHELL, shells_needed,
+ lchr[lp->lnd_type].l_item[I_SHELL], 0);
lp->lnd_item[I_SHELL] = shells;
+ if (!res)
+ return 0;
}
- lp->lnd_item[I_SHELL] = MAX(lp->lnd_item[I_SHELL] - shells_needed, 0);
-
- if (lp->lnd_frg) /* artillery */
- goto done;
-
- food_needed = get_minimum(lp, I_FOOD);
- food = lp->lnd_item[I_SHELL];
-
- if (food < food_needed) {
- lp->lnd_item[I_FOOD] = 0;
- putland(lp->lnd_uid, lp);
- food += supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y, I_FOOD,
- (food_needed - food));
- lp->lnd_item[I_FOOD] = food;
- }
-
- lp->lnd_item[I_FOOD] = MAX(lp->lnd_item[I_FOOD] - food_needed, 0);
-
- if (opt_FUEL) {
- fuel_needed = lp->lnd_fuelu;
- fuel = lp->lnd_fuel;
-
- petrol = petrol_needed = 0;
-
- if (fuel < fuel_needed) {
- petrol_needed =
- ldround(((double)(fuel_needed - fuel) / 10.0), 1);
- petrol = lp->lnd_item[I_PETROL];
- }
-
- if (petrol < petrol_needed) {
- lp->lnd_item[I_PETROL] = 0;
- putland(lp->lnd_uid, lp);
- petrol += supply_commod(lp->lnd_own,
- lp->lnd_x, lp->lnd_y,
- I_PETROL, (petrol_needed - petrol));
- lp->lnd_item[I_PETROL] = petrol;
- }
-
- if (petrol_needed) {
- if (petrol >= petrol_needed) {
- lp->lnd_item[I_PETROL]
- = MAX(lp->lnd_item[I_PETROL] - petrol_needed, 0);
- lp->lnd_fuel += petrol_needed * 10;
- } else {
- lp->lnd_fuel += lp->lnd_item[I_PETROL] * 10;
- lp->lnd_item[I_PETROL] = 0;
- }
- }
-
- lp->lnd_fuel = MAX(lp->lnd_fuel - fuel_needed, 0);
- }
- /* end opt_FUEL */
- done:
- putland(lp->lnd_uid, lp);
return 1;
}