/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* ---
*
* land.c: Do production for land units
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
* Thomas Ruschak, 1992
* Steve McClure, 1996
+ * Markus Armbruster, 2006-2008
*/
#include <config.h>
-#include "misc.h"
-#include "plague.h"
-#include "sect.h"
-#include "nat.h"
+#include <math.h>
+#include "budg.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 "ship.h"
#include "update.h"
-#include "lost.h"
-#include "common.h"
-#include "subs.h"
-#include "common.h"
-#include "gen.h"
-int mil_dbl_pay;
-
-static int landrepair(struct lndstr *, struct natstr *,
- int *, int);
-static void upd_land(struct lndstr *lp, int etus,
- struct natstr *np, int *bp, int build);
+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;
continue;
if (lp->lnd_own != natnum)
continue;
+ if (lp->lnd_effic < LAND_MINEFF) {
+ makelost(EF_LAND, lp->lnd_own, lp->lnd_uid,
+ lp->lnd_x, lp->lnd_y);
+ lp->lnd_own = 0;
+ continue;
+ }
sp = getsectp(lp->lnd_x, lp->lnd_y);
if (sp->sct_type == SCT_SANCT)
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 n;
int min = morale_base - (int)np->nat_level[NAT_HLEV];
int mult;
- int needed;
int cost;
int eff;
lcp = &lchr[(int)lp->lnd_type];
if (build == 1) {
- if (np->nat_priorities[PRI_LBUILD] == 0 || np->nat_money < 0)
- return;
- if (lp->lnd_effic < LAND_MINEFF || !landrepair(lp, np, bp, etus)) {
- makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x,
- lp->lnd_y);
- lp->lnd_own = 0;
- return;
- }
+ 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)
mult = 2;
if (lcp->l_flags & L_ENGINEER)
mult *= 3;
-/* cost = -(mult * etus * MIN(0.0, money_land * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/
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 (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);
+ makelost(EF_LAND, lp->lnd_own, lp->lnd_uid,
+ lp->lnd_x, lp->lnd_y);
lp->lnd_own = 0;
return;
}
np->nat_money -= cost;
}
- /* Grab more stuff */
- if ((opt_NOFOOD == 0) && !player->simulation)
- resupply_commod(lp, I_FOOD);
-
if (!player->simulation) {
- if ((n = feed_land(lp, etus, &needed, 1)) > 0) {
+ /* feed */
+ if ((n = feed_land(lp, etus)) > 0) {
wu(0, lp->lnd_own, "%d starved in %s%s\n",
n, prland(lp),
(lp->lnd_effic < LAND_MINEFF ? ", killing it" : ""));
}
}
-/*ARGSUSED*/
-static int
-landrepair(struct lndstr *land, struct natstr *np,
- int *bp, int etus)
+static void
+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;
lp = &lchr[(int)land->lnd_type];
sp = getsectp(land->lnd_x, land->lnd_y);
if (sp->sct_off)
- return 1;
+ return;
mult = 1;
if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
mult = 2;
if (land->lnd_effic == 100) {
/* land is ok; no repairs needed */
- return 1;
+ return;
}
- if (sp->sct_own != land->lnd_own)
- return 1;
+ if ((sp->sct_own != land->lnd_own) &&
+ (getrel(getnatp(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);
if (delta <= 0)
- return 1;
+ return;
if (delta > (int)((float)etus * land_grow_scale))
delta = (int)((float)etus * land_grow_scale);
-
- /* 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);
-
- if (mvec[I_MILIT] >= mil_needed)
- buildp = leftp;
- else
- 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);
+ if (delta > 100 - land->lnd_effic)
+ delta = 100 - land->lnd_effic;
memset(mvec, 0, sizeof(mvec));
- mvec[I_LCM] = lcm_needed = roundavg(lp->l_lcm * buildp);
- mvec[I_HCM] = hcm_needed = roundavg(lp->l_hcm * buildp);
-/*
- mvec[I_GUN] = gun_needed = roundavg(lp->l_gun * buildp);
- mvec[I_MILIT] = mil_needed = roundavg(lp->l_mil * buildp);
- mvec[I_SHELL] = shell_needed = roundavg(lp->l_shell *buildp);
- */
- mvec[I_GUN] = gun_needed = 0;
- mvec[I_MILIT] = mil_needed = 0;
- mvec[I_SHELL] = shell_needed = 0;
- mil_dbl_pay += mil_needed;
-
- 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;
avail -= build * w_p_eff;
- if (!player->simulation) {
+ if (avail < 0)
+ avail = 0;
+ if (!player->simulation)
sp->sct_avail = avail / 100;
- if (sp->sct_avail < 0)
- sp->sct_avail = 0;
- } else {
- pt_bg_nmbr(bp, sp, I_MAX + 1, avail / 100);
- if (gt_bg_nmbr(bp, sp, I_MAX + 1) < 0)
- pt_bg_nmbr(bp, sp, I_MAX + 1, 0);
- }
+ else
+ bp_put_avail(bp, sp, avail / 100);
if (build < 0)
logerror("land unit %d building %d ! \n", land->lnd_uid, build);
np->nat_money -= mult * lp->l_cost * build / 100.0;
if (!player->simulation) {
land->lnd_effic += (signed char)build;
-
- putsect(sp);
}
- return 1;
}
/*
* returns the number who starved, if any.
*/
-int
-feed_land(struct lndstr *lp, int etus, int *needed, int doit)
+static int
+feed_land(struct lndstr *lp, int etus)
{
- double food_eaten, ship_eaten;
- int ifood_eaten;
- double people_left;
- int need;
- int total_people;
- int starved;
- struct shpstr *sp;
+ int needed;
if (opt_NOFOOD)
- return 0; /* no food no work to be done */
+ return 0;
- total_people = total_mil(lp);
- food_eaten = etus * eatrate * total_people;
- ifood_eaten = (int)food_eaten;
- if (food_eaten - ifood_eaten > 0)
- ifood_eaten++;
- starved = 0;
- *needed = 0;
+ needed = (int)ceil(food_needed(lp->lnd_item, etus));
- /*
- * If we're on a ship, and we don't have enough food,
- * get some food off the carrying ship. (Don't starve
- * the ship, tho...
- */
-/* doit - Only try to take food off the ship during the update */
- if (ifood_eaten > lp->lnd_item[I_FOOD] && lp->lnd_ship >= 0 && doit) {
- need = ifood_eaten - lp->lnd_item[I_FOOD];
- sp = getshipp(lp->lnd_ship);
- ship_eaten = etus * eatrate * (sp->shp_item[I_CIVIL]
- + sp->shp_item[I_MILIT]
- + sp->shp_item[I_UW]);
- if (sp->shp_item[I_FOOD] - need > ship_eaten) {
- lp->lnd_item[I_FOOD] += need;
- sp->shp_item[I_FOOD] -= need;
- } else if (sp->shp_item[I_FOOD] - ship_eaten > 0) {
- lp->lnd_item[I_FOOD] += sp->shp_item[I_FOOD] - ship_eaten;
- sp->shp_item[I_FOOD] -= sp->shp_item[I_FOOD] - ship_eaten;
- }
- }
+ /* scrounge */
+ if (needed > lp->lnd_item[I_FOOD])
+ resupply_commod(lp, I_FOOD);
- if (ifood_eaten > lp->lnd_item[I_FOOD]) {
- *needed = ifood_eaten - lp->lnd_item[I_FOOD];
- people_left = (lp->lnd_item[I_FOOD] + 0.01) / (food_eaten + 0.01);
- /* only want to starve off at most 1/2 the populace. */
- if (people_left < 0.5)
- people_left = 0.5;
- starved = total_people * (1 - people_left);
- lp->lnd_item[I_MILIT] -= starved;
- lp->lnd_item[I_FOOD] = 0;
- } else {
- lp->lnd_item[I_FOOD] -= (int)food_eaten;
- }
- return starved;
+ return feed_people(lp->lnd_item, etus);
}