/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * 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.
*
* ---
*
* Steve McClure, 1996
*/
+#include <config.h>
+
#include "misc.h"
-#include "var.h"
+#include "plague.h"
#include "sect.h"
#include "nat.h"
#include "land.h"
#include "ship.h"
-#include "var.h"
#include "news.h"
#include "file.h"
-#include "product.h"
#include "optlist.h"
#include "budg.h"
#include "player.h"
int mil_dbl_pay;
-#ifndef MIN
-#define MIN(x,y) ((x) > (y) ? (y) : (x))
-#endif
-
-static int landrepair(register struct lndstr *, int *, struct natstr *,
+static int landrepair(struct lndstr *, struct natstr *,
int *, int);
-static void upd_land(register struct lndstr *lp, register int etus,
+static void upd_land(struct lndstr *lp, int etus,
struct natstr *np, int *bp, int build);
int
prod_land(int etus, int natnum, int *bp, int build)
/* build = 1, maintain = 0 */
{
- register struct lndstr *lp;
+ struct lndstr *lp;
struct sctstr *sp;
struct natstr *np;
int n, k = 0;
start_money = np->nat_money;
upd_land(lp, etus, np, bp, build);
lnd_money[lp->lnd_own] += np->nat_money - start_money;
- if ((build && (np->nat_money != start_money)) || (!build))
+ if (!build || np->nat_money != start_money)
k++;
if (player->simulation)
np->nat_money = start_money;
}
static void
-upd_land(register struct lndstr *lp, register int etus,
+upd_land(struct lndstr *lp, int etus,
struct natstr *np, int *bp, int build)
/* build = 1, maintain = 0 */
{
struct lchrstr *lcp;
- int vec[I_MAX + 1];
- int cvec[I_MAX + 1];
+ int pstage, ptime;
int n;
int min = morale_base - (int)np->nat_level[NAT_HLEV];
int mult;
lp->lnd_retreat = min;
lcp = &lchr[(int)lp->lnd_type];
- getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
if (build == 1) {
if (np->nat_priorities[PRI_LBUILD] == 0 || np->nat_money < 0)
return;
- if (lp->lnd_effic < LAND_MINEFF ||
- !(landrepair(lp, vec, np, bp, etus))) {
+ 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;
mult = 2;
if (lcp->l_flags & L_ENGINEER)
mult *= 3;
-/* cost = -(mult * etus * dmin(0.0, money_land * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/
- cost = -(mult * etus * dmin(0.0, money_land * lcp->l_cost));
- if ((np->nat_priorities[PRI_LMAINT] == 0 ||
- np->nat_money < cost) && !player->simulation) {
+/* 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 ((eff = lp->lnd_effic - etus / 5) < LAND_MINEFF) {
wu(0, lp->lnd_own,
"%s lost to lack of maintenance\n", prland(lp));
} else {
np->nat_money -= cost;
}
-/* Mil costs are now part of regular mil costs, not maint costs */
-/* np->nat_money += (int) (money_mil * etus * lnd_getmil(lp));*/
/* Grab more stuff */
if ((opt_NOFOOD == 0) && !player->simulation)
resupply_commod(lp, I_FOOD);
- getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
if (!player->simulation) {
- if ((n = feed_land(lp, vec, etus, &needed, 1)) > 0) {
+ if ((n = feed_land(lp, etus, &needed, 1)) > 0) {
wu(0, lp->lnd_own, "%d starved in %s%s\n",
n, prland(lp),
(lp->lnd_effic < LAND_MINEFF ? ", killing it" : ""));
* do plague stuff. plague can't break out on land units,
* but it can still kill people on them.
*/
- getvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
- if (cvec[C_PSTAGE] > 0) {
- n = plague_people(np, vec, cvec, etus);
+ pstage = lp->lnd_pstage;
+ ptime = lp->lnd_ptime;
+ if (pstage != PLG_HEALTHY) {
+ n = plague_people(np, lp->lnd_item, &pstage, &ptime, etus);
switch (n) {
case PLG_DYING:
wu(0, lp->lnd_own,
break;
case PLG_INCUBATE:
/* Are we still incubating? */
- if (n == cvec[C_PSTAGE]) {
+ if (n == pstage) {
/* Yes. Will it turn "infectious" next time? */
- if (cvec[C_PTIME] <= etus) {
+ if (ptime <= etus) {
/* Yes. Report an outbreak. */
wu(0, lp->lnd_own,
"Outbreak of PLAGUE on %s!\n", prland(lp));
break;
case PLG_EXPOSED:
/* Has the plague moved to "incubation" yet? */
- if (n != cvec[C_PSTAGE]) {
+ if (n != pstage) {
/* Yes. Will it turn "infectious" next time? */
- if (cvec[C_PTIME] <= etus) {
+ if (ptime <= etus) {
/* Yes. Report an outbreak. */
wu(0, lp->lnd_own,
"Outbreak of PLAGUE on %s!\n", prland(lp));
default:
break;
}
- putvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
+ lp->lnd_pstage = pstage;
+ lp->lnd_ptime = ptime;
}
- putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
} /* end !player->simulation */
}
}
/*ARGSUSED*/
static int
-landrepair(register struct lndstr *land, int *vec, struct natstr *np,
+landrepair(struct lndstr *land, struct natstr *np,
int *bp, int etus)
{
- register int delta;
+ int delta;
struct sctstr *sp;
struct lchrstr *lp;
float leftp, buildp;
int avail;
int w_p_eff;
int mult;
- int svec[I_MAX + 1];
int mvec[I_MAX + 1];
lp = &lchr[(int)land->lnd_type];
sp = getsectp(land->lnd_x, land->lnd_y);
if (sp->sct_off)
return 1;
- getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
mult = 1;
if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
mult = 2;
else
avail = gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
- w_p_eff = 20 + (lp->l_lcm + 2 * lp->l_hcm);
+ w_p_eff = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
delta = roundavg((double)avail / w_p_eff);
if (delta <= 0)
return 1;
- if (delta > etus * land_grow_scale)
- delta = etus * land_grow_scale;
+ if (delta > (int)((float)etus * land_grow_scale))
+ delta = (int)((float)etus * land_grow_scale);
/* delta is the max amount we can grow */
* returns the number who starved, if any.
*/
int
-feed_land(struct lndstr *lp, register int *vec, int etus, int *needed,
- int doit)
+feed_land(struct lndstr *lp, int etus, int *needed, int doit)
{
double food_eaten, ship_eaten;
+ int ifood_eaten;
double people_left;
- int can_eat, need, svec[I_MAX + 1];
+ int need;
int total_people;
int starved;
- struct lchrstr *lcp;
struct shpstr *sp;
if (opt_NOFOOD)
return 0; /* no food no work to be done */
- lcp = &lchr[(int)lp->lnd_type];
-
- food_eaten = (etus * eatrate) * total_mil(lp);
+ 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;
+
/*
* 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 ((food_eaten > vec[I_FOOD]) && (lp->lnd_ship >= 0) && doit) {
- need = (int)food_eaten - vec[I_FOOD];
+ 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);
- getvec(VT_ITEM, svec, (s_char *)sp, EF_SHIP);
- ship_eaten = (etus * eatrate) *
- (svec[I_CIVIL] + svec[I_MILIT] + svec[I_UW]);
- if ((svec[I_FOOD] - need) > ship_eaten) {
- vec[I_FOOD] += need;
- svec[I_FOOD] -= need;
- } else if ((svec[I_FOOD] - ship_eaten) > 0) {
- vec[I_FOOD] += (svec[I_FOOD] - ship_eaten);
- svec[I_FOOD] -= (svec[I_FOOD] - ship_eaten);
+ 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;
}
- putvec(VT_ITEM, svec, (s_char *)sp, EF_SHIP);
}
- if (food_eaten > vec[I_FOOD]) {
- *needed = food_eaten - vec[I_FOOD];
- if (*needed < (food_eaten - vec[I_FOOD]))
- (*needed)++;
- can_eat = (vec[I_FOOD] / (etus * eatrate));
- total_people = total_mil(lp);
- /* only want to starve off at most 1/2 the populace. */
- if (can_eat < (total_people / 2))
- can_eat = total_people / 2;
-
- people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
+ 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;
-/* lp->lnd_effic *= people_left;*/
- starved = vec[I_MILIT] - (vec[I_MILIT] * people_left);
-/* if (!player->simulation)
- wu(0, lp->lnd_own, "%d mil starved on unit %s.\n",
- starved,
- prland(lp));*/
- vec[I_MILIT] -= starved;
- vec[I_FOOD] = 0;
+ starved = total_people * (1 - people_left);
+ lp->lnd_item[I_MILIT] -= starved;
+ lp->lnd_item[I_FOOD] = 0;
} else {
- vec[I_FOOD] -= (int)food_eaten;
+ lp->lnd_item[I_FOOD] -= (int)food_eaten;
}
return starved;
}