/*
* 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) 1986-2016, 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/>.
*
* ---
*
* ---
*
* land.c: Do production for land units
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
* Thomas Ruschak, 1992
* Steve McClure, 1996
+ * Markus Armbruster, 2006-2011
*/
#include <config.h>
#include <math.h>
-#include "misc.h"
-#include "plague.h"
-#include "sect.h"
-#include "nat.h"
+#include "budg.h"
+#include "chance.h"
#include "land.h"
-#include "ship.h"
+#include "lost.h"
#include "news.h"
-#include "file.h"
-#include "optlist.h"
-#include "budg.h"
+#include "plague.h"
#include "player.h"
#include "update.h"
-#include "lost.h"
-#include "common.h"
-#include "subs.h"
-#include "common.h"
-#include "gen.h"
-int mil_dbl_pay;
-
-static void landrepair(struct lndstr *, struct natstr *, int *, int);
-static void upd_land(struct lndstr *, int, struct natstr *, int *, int);
+static void landrepair(struct lndstr *, struct natstr *, struct bp *, int);
+static void upd_land(struct lndstr *, int, struct natstr *, struct bp *, int);
static int feed_land(struct lndstr *, int);
int
-prod_land(int etus, int natnum, int *bp, int build)
+prod_land(int etus, int natnum, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
struct lndstr *lp;
struct natstr *np;
int n, k = 0;
int start_money;
- int lastx = 9999, lasty = 9999;
- bp_enable_cachepath();
for (n = 0; NULL != (lp = getlandp(n)); n++) {
if (lp->lnd_own == 0)
continue;
sp = getsectp(lp->lnd_x, lp->lnd_y);
if (sp->sct_type == SCT_SANCT)
continue;
- if (lastx == 9999 || lasty == 9999) {
- lastx = lp->lnd_x;
- lasty = lp->lnd_y;
- }
- if (lastx != lp->lnd_x || lasty != lp->lnd_y) {
- /* Reset the cache */
- bp_disable_cachepath();
- bp_clear_cachepath();
- bp_enable_cachepath();
- }
np = getnatp(lp->lnd_own);
start_money = np->nat_money;
upd_land(lp, etus, np, bp, build);
if (player->simulation)
np->nat_money = start_money;
}
- bp_disable_cachepath();
- bp_clear_cachepath();
return k;
}
static void
upd_land(struct lndstr *lp, int etus,
- struct natstr *np, int *bp, int build)
+ struct natstr *np, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
struct lchrstr *lcp;
int pstage, ptime;
- int n;
int min = morale_base - (int)np->nat_level[NAT_HLEV];
- int mult;
- int cost;
- int eff;
+ int n, mult, cost, eff_lost;
if (!player->simulation)
if (lp->lnd_retreat < min)
lcp = &lchr[(int)lp->lnd_type];
if (build == 1) {
- if (np->nat_priorities[PRI_LBUILD] == 0 || np->nat_money < 0)
- return;
- landrepair(lp, np, bp, etus);
+ if (!lp->lnd_off && np->nat_money >= 0)
+ landrepair(lp, np, bp, etus);
+ if (!player->simulation)
+ lp->lnd_off = 0;
} else {
mult = 1;
if (np->nat_level[NAT_TLEV] < lp->lnd_tech * 0.85)
if (lcp->l_flags & L_ENGINEER)
mult *= 3;
cost = -(mult * etus * MIN(0.0, money_land * lcp->l_cost));
- if ((np->nat_priorities[PRI_LMAINT] == 0 || np->nat_money < cost)
- && !player->simulation) {
- if ((eff = lp->lnd_effic - etus / 5) < LAND_MINEFF) {
- wu(0, lp->lnd_own,
- "%s lost to lack of maintenance\n", prland(lp));
- makelost(EF_LAND, lp->lnd_own, lp->lnd_uid,
- lp->lnd_x, lp->lnd_y);
- lp->lnd_own = 0;
- return;
+ if (np->nat_money < cost && !player->simulation) {
+ eff_lost = etus / 5;
+ if (lp->lnd_effic - eff_lost < LAND_MINEFF)
+ eff_lost = lp->lnd_effic - LAND_MINEFF;
+ if (eff_lost > 0) {
+ wu(0, lp->lnd_own, "%s lost %d%% to lack of maintenance\n",
+ prland(lp), eff_lost);
+ lp->lnd_effic -= eff_lost;
}
- wu(0, lp->lnd_own,
- "%s lost %d%% to lack of maintenance\n",
- prland(lp), lp->lnd_effic - eff);
- lp->lnd_effic = eff;
} else {
np->nat_money -= cost;
}
}
}
-/*ARGSUSED*/
static void
-landrepair(struct lndstr *land, struct natstr *np, int *bp, int etus)
+landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
{
int delta;
struct sctstr *sp;
struct lchrstr *lp;
- float leftp, buildp;
- int left, build;
- int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed;
+ int build;
int avail;
int w_p_eff;
int mult;
/* land is ok; no repairs needed */
return;
}
- if (sp->sct_own != land->lnd_own)
+ if (relations_with(sp->sct_own, land->lnd_own) != ALLIED)
return;
if (!player->simulation)
avail = sp->sct_avail * 100;
else
- avail = gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
+ avail = bp_get_avail(bp, sp) * 100;
w_p_eff = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
delta = roundavg((double)avail / w_p_eff);
return;
if (delta > (int)((float)etus * land_grow_scale))
delta = (int)((float)etus * land_grow_scale);
+ if (delta > 100 - land->lnd_effic)
+ delta = 100 - land->lnd_effic;
- /* delta is the max amount we can grow */
-
- left = 100 - land->lnd_effic;
- if (left > delta)
- left = delta;
-
- leftp = left / 100.0;
-
- memset(mvec, 0, sizeof(mvec));
- mvec[I_LCM] = lcm_needed = ldround(lp->l_lcm * leftp, 1);
- mvec[I_HCM] = hcm_needed = ldround(lp->l_hcm * leftp, 1);
-/*
- mvec[I_GUN] = gun_needed = ldround(lp->l_gun * leftp, 1);
- mvec[I_MILIT] = mil_needed = ldround(lp->l_mil * leftp, 1);
- mvec[I_SHELL] = shell_needed = ldround(lp->l_shell *leftp, 1);
- */
- mvec[I_GUN] = gun_needed = 0;
- mvec[I_MILIT] = mil_needed = 0;
- mvec[I_SHELL] = shell_needed = 0;
- get_materials(sp, bp, mvec, 0);
-
- buildp = leftp;
- if (mvec[I_MILIT] < mil_needed)
- buildp = MIN(buildp, (float)mvec[I_MILIT] / (float)lp->l_mil);
- if (mvec[I_LCM] < lcm_needed)
- buildp = MIN(buildp, (float)mvec[I_LCM] / (float)lp->l_lcm);
- if (mvec[I_HCM] < hcm_needed)
- buildp = MIN(buildp, (float)mvec[I_HCM] / (float)lp->l_hcm);
- if (mvec[I_GUN] < gun_needed)
- buildp = MIN(buildp, (float)mvec[I_GUN] / (float)lp->l_gun);
- if (mvec[I_SHELL] < shell_needed)
- buildp = MIN(buildp, (float)mvec[I_SHELL] / (float)lp->l_shell);
-
- build = ldround(buildp * 100.0, 1);
memset(mvec, 0, sizeof(mvec));
- mvec[I_LCM] = roundavg(lp->l_lcm * buildp);
- mvec[I_HCM] = roundavg(lp->l_hcm * buildp);
-/*
- mvec[I_GUN] = roundavg(lp->l_gun * buildp);
- mvec[I_MILIT] = roundavg(lp->l_mil * buildp);
- mvec[I_SHELL] = roundavg(lp->l_shell *buildp);
- */
- mvec[I_GUN] = 0;
- mvec[I_MILIT] = 0;
- mvec[I_SHELL] = 0;
- mil_dbl_pay += mvec[I_MILIT];
- get_materials(sp, bp, mvec, 1);
+ mvec[I_LCM] = lp->l_lcm;
+ mvec[I_HCM] = lp->l_hcm;
+ build = get_materials(sp, bp, mvec, delta);
if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
build /= 3;
if (!player->simulation)
sp->sct_avail = avail / 100;
else
- pt_bg_nmbr(bp, sp, I_MAX + 1, avail / 100);
+ bp_put_avail(bp, sp, avail / 100);
if (build < 0)
logerror("land unit %d building %d ! \n", land->lnd_uid, build);
static int
feed_land(struct lndstr *lp, int etus)
{
- int needed, give, take;
- struct shpstr *sp;
-
- if (opt_NOFOOD)
- return 0;
-
- needed = (int)ceil(food_needed(lp->lnd_item, etus));
-
- /* scrounge */
- if (needed > lp->lnd_item[I_FOOD])
- resupply_commod(lp, I_FOOD);
-
return feed_people(lp->lnd_item, etus);
}