/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, 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.
*
* ---
*
* 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 "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "nat.h"
+#include <config.h>
+
+#include <math.h>
+#include "budg.h"
+#include "chance.h"
#include "land.h"
-#include "ship.h"
-#include "var.h"
+#include "lost.h"
#include "news.h"
-#include "file.h"
-#include "product.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;
-#ifndef MIN
-#define MIN(x,y) ((x) > (y) ? (y) : (x))
-#endif
-
-static int landrepair(register struct lndstr *, int *, struct natstr *,
- int *, int);
-static void upd_land(register struct lndstr *lp, register 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 */
{
- register struct lndstr *lp;
+ struct lndstr *lp;
struct sctstr *sp;
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;
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)
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);
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;
}
- bp_disable_cachepath();
- bp_clear_cachepath();
return k;
}
static void
-upd_land(register struct lndstr *lp, register int etus,
- struct natstr *np, int *bp, int build)
+upd_land(struct lndstr *lp, int etus,
+ struct natstr *np, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
struct lchrstr *lcp;
- u_short pstage, ptime;
- int vec[I_MAX + 1];
- int n;
+ int pstage, ptime;
int min = morale_base - (int)np->nat_level[NAT_HLEV];
- int mult;
- int needed;
- int cost;
- int eff;
+ int n, mult, cost, eff_lost;
if (!player->simulation)
if (lp->lnd_retreat < min)
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))) {
- 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 * 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) {
- 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;
+ cost = -(mult * etus * MIN(0.0, money_land * lcp->l_cost));
+ 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;
}
-/* 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) {
+ /* 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" : ""));
pstage = lp->lnd_pstage;
ptime = lp->lnd_ptime;
if (pstage != PLG_HEALTHY) {
- n = plague_people(np, vec, &pstage, &ptime, etus);
+ n = plague_people(np, lp->lnd_item, &pstage, &ptime, etus);
switch (n) {
case PLG_DYING:
wu(0, lp->lnd_own,
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,
- int *bp, int etus)
+static void
+landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
{
- register int delta;
+ 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;
- 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);
+ 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 (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 = 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;
-
- /* delta is the max amount we can grow */
-
- left = 100 - land->lnd_effic;
- if (left > delta)
- left = delta;
-
- leftp = ((float)left / 100.0);
-
- memset(mvec, 0, sizeof(mvec));
- mvec[I_LCM] = lcm_needed = ldround((double)(lp->l_lcm * leftp), 1);
- mvec[I_HCM] = hcm_needed = ldround((double)(lp->l_hcm * leftp), 1);
-/*
- mvec[I_GUN] = gun_needed = ldround((double)(lp->l_gun * leftp),1);
- mvec[I_MILIT] = mil_needed = ldround((double)(lp->l_mil * leftp),1);
- mvec[I_SHELL] = shell_needed = ldround((double)(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((double)(buildp * 100.0), 1);
+ 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;
memset(mvec, 0, sizeof(mvec));
- mvec[I_LCM] = lcm_needed = roundavg((double)(lp->l_lcm * buildp));
- mvec[I_HCM] = hcm_needed = roundavg((double)(lp->l_hcm * buildp));
-/*
- mvec[I_GUN] = gun_needed = roundavg((double)(lp->l_gun * buildp));
- mvec[I_MILIT] = mil_needed = roundavg((double)(lp->l_mil * buildp));
- mvec[I_SHELL] = shell_needed = roundavg((double)(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 += (s_char)build;
-
- putsect(sp);
+ land->lnd_effic += (signed char)build;
}
- return 1;
}
/*
* returns the number who starved, if any.
*/
-int
-feed_land(struct lndstr *lp, register int *vec, int etus, int *needed,
- int doit)
+static int
+feed_land(struct lndstr *lp, int etus)
{
- double food_eaten, ship_eaten;
- double people_left;
- int can_eat, 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);
- 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];
- 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) {
- vec[I_FOOD] += need;
- sp->shp_item[I_FOOD] -= need;
- } else if (sp->shp_item[I_FOOD] - ship_eaten > 0) {
- vec[I_FOOD] += sp->shp_item[I_FOOD] - ship_eaten;
- sp->shp_item[I_FOOD] -= sp->shp_item[I_FOOD] - ship_eaten;
- }
- }
-
- 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);
- /* 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;
- } else {
- vec[I_FOOD] -= (int)food_eaten;
- }
- return starved;
+ return feed_people(lp->lnd_item, etus);
}