/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2017, 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, 2006-2007
+ * Markus Armbruster, 2006-2016
*/
#include <config.h>
-#include "budg.h"
+#include "chance.h"
#include "land.h"
#include "lost.h"
+#include "nat.h"
#include "news.h"
+#include "optlist.h"
#include "plague.h"
#include "player.h"
-#include "ship.h"
+#include "prototypes.h"
#include "update.h"
-#include <math.h>
-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);
+static void upd_land(struct lndstr *, int, struct bp *, int);
+static void plague_land(struct lndstr *, int);
+static void landrepair(struct lndstr *, struct natstr *, struct bp *,
+ int, struct budget *);
-int
-prod_land(int etus, int natnum, struct bp *bp, int build)
- /* build = 1, maintain = 0 */
+void prep_lands(int etus, struct bp *bp)
{
+ int mil, i, n;
+ double mil_pay;
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++) {
+ for (i = 0; (lp = getlandp(i)); i++) {
if (lp->lnd_own == 0)
continue;
- if (lp->lnd_own != natnum)
- continue;
- if (lp->lnd_effic < LAND_MINEFF) {
+ if (CANT_HAPPEN(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();
+ bp_consider_unit(bp, (struct empobj *)lp);
+ mil = lp->lnd_item[I_MILIT];
+ mil_pay = mil * etus * money_mil;
+ nat_budget[lp->lnd_own].mil.count += mil;
+ nat_budget[lp->lnd_own].mil.money += mil_pay;
+ nat_budget[lp->lnd_own].money += mil_pay;
+
+ if (!player->simulation) {
+ if ((n = feed_people(lp->lnd_item, etus)) > 0) {
+ wu(0, lp->lnd_own, "%d starved in %s\n", n, prland(lp));
+ if (n > 10)
+ nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
+ }
+ plague_land(lp, etus);
}
- 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)
- k++;
- if (player->simulation)
- np->nat_money = start_money;
}
- bp_disable_cachepath();
- bp_clear_cachepath();
+}
+
+void
+prod_land(int etus, struct bp *bp, int build)
+ /* build = 1, maintain = 0 */
+{
+ struct lndstr *lp;
+ int i;
- return k;
+ for (i = 0; (lp = getlandp(i)); i++) {
+ if (lp->lnd_own == 0)
+ continue;
+ if (bp_skip_unit(bp, (struct empobj *)lp))
+ continue;
+ upd_land(lp, etus, bp, build);
+ }
}
static void
-upd_land(struct lndstr *lp, int etus,
- struct natstr *np, struct bp *bp, int build)
+upd_land(struct lndstr *lp, int etus, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
- struct lchrstr *lcp;
- int pstage, ptime;
- int n;
+ struct budget *budget = &nat_budget[lp->lnd_own];
+ struct lchrstr *lcp = &lchr[lp->lnd_type];
+ struct natstr *np = getnatp(lp->lnd_own);
int min = morale_base - (int)np->nat_level[NAT_HLEV];
- int mult;
- int cost;
- int eff;
+ int mult, eff_lost;
+ double cost;
if (!player->simulation)
if (lp->lnd_retreat < min)
lp->lnd_retreat = min;
- lcp = &lchr[(int)lp->lnd_type];
if (build == 1) {
- if (!lp->lnd_off && np->nat_money >= 0)
- landrepair(lp, np, bp, etus);
+ if (!lp->lnd_off && budget->money >= 0)
+ landrepair(lp, np, bp, etus, budget);
if (!player->simulation)
lp->lnd_off = 0;
} else {
+ budget->oldowned_civs += lp->lnd_item[I_CIVIL];
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 * lcp->l_cost));
- 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);
- lp->lnd_own = 0;
- return;
+ budget->bm[BUDG_LND_MAINT].count++;
+ cost = mult * etus * -money_land * lcp->l_cost;
+ if (budget->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;
+ budget->bm[BUDG_LND_MAINT].money -= cost;
+ budget->money -= cost;
}
+ }
+}
- if (!player->simulation) {
- /* 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" : ""));
- if (n > 10)
- nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
- }
- /*
- * do plague stuff. plague can't break out on land units,
- * but it can still kill people on them.
- */
- 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,
- "PLAGUE deaths reported on %s\n", prland(lp));
- nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1);
- break;
- case PLG_INFECT:
- wu(0, lp->lnd_own, "%s battling PLAGUE\n", prland(lp));
- break;
- case PLG_INCUBATE:
- /* Are we still incubating? */
- if (n == pstage) {
- /* Yes. Will it turn "infectious" next time? */
- if (ptime <= etus) {
- /* Yes. Report an outbreak. */
- wu(0, lp->lnd_own,
- "Outbreak of PLAGUE on %s!\n", prland(lp));
- nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
- }
- } else {
- /* It has already moved on to "infectious" */
- wu(0, lp->lnd_own,
- "%s battling PLAGUE\n", prland(lp));
- }
- break;
- case PLG_EXPOSED:
- /* Has the plague moved to "incubation" yet? */
- if (n != pstage) {
- /* Yes. Will it turn "infectious" next time? */
- if (ptime <= etus) {
- /* Yes. Report an outbreak. */
- wu(0, lp->lnd_own,
- "Outbreak of PLAGUE on %s!\n", prland(lp));
- nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
- }
- }
- break;
- default:
- break;
- }
- lp->lnd_pstage = pstage;
- lp->lnd_ptime = ptime;
- }
- } /* end !player->simulation */
+void
+plague_land(struct lndstr *lp, int etus)
+{
+ struct natstr *np = getnatp(lp->lnd_own);
+ int pstage, ptime;
+ int n;
+
+ /* Plague can't break out on land units, but it can still kill people */
+ pstage = lp->lnd_pstage;
+ ptime = lp->lnd_ptime;
+ if (pstage != PLG_HEALTHY) {
+ n = plague_people(np, lp->lnd_item, &pstage, &ptime, etus);
+ if (n != PLG_HEALTHY)
+ plague_report(lp->lnd_own, n, pstage, ptime, etus,
+ "on", prland(lp));
+ lp->lnd_pstage = pstage;
+ lp->lnd_ptime = ptime;
}
}
static void
-landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
+landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus,
+ struct budget *budget)
{
+ struct lchrstr *lp = &lchr[(int)land->lnd_type];
int delta;
- struct sctstr *sp;
- struct lchrstr *lp;
+ struct sctstr *sp, scratch_sect;
int build;
int avail;
- int w_p_eff;
int mult;
- int mvec[I_MAX + 1];
+ double cost;
+
+ if (land->lnd_effic == 100)
+ return;
- lp = &lchr[(int)land->lnd_type];
sp = getsectp(land->lnd_x, land->lnd_y);
if (sp->sct_off)
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 */
+ if (relations_with(sp->sct_own, land->lnd_own) != ALLIED)
return;
+
+ if (player->simulation) {
+ scratch_sect = *sp;
+ bp_to_sect(bp, &scratch_sect);
+ sp = &scratch_sect;
}
- 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 = bp_get_avail(bp, sp) * 100;
+ mult = 1;
+ if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
+ mult = 2;
+
+ avail = sp->sct_avail * 100;
- w_p_eff = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
- delta = roundavg((double)avail / w_p_eff);
+ delta = avail / lp->l_bwork;
if (delta <= 0)
return;
if (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] = lp->l_lcm;
- mvec[I_HCM] = lp->l_hcm;
- build = get_materials(sp, bp, mvec, delta);
+ build = get_materials(sp, lp->l_mat, delta);
if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
build /= 3;
- avail -= build * w_p_eff;
+ avail = roundavg((avail - build * lp->l_bwork) / 100.0);
if (avail < 0)
avail = 0;
- if (!player->simulation)
- sp->sct_avail = avail / 100;
- else
- bp_put_avail(bp, sp, avail / 100);
+ sp->sct_avail = avail;
- 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) {
+ bp_set_from_sect(bp, sp);
+ cost = mult * lp->l_cost * build / 100.0;
+ budget->bm[BUDG_LND_BUILD].count += !!build;
+ budget->bm[BUDG_LND_BUILD].money -= cost;
+ budget->money -= cost;
+ if (!player->simulation)
land->lnd_effic += (signed char)build;
- }
-}
-
-/*
- * returns the number who starved, if any.
- */
-static int
-feed_land(struct lndstr *lp, int etus)
-{
- int needed;
-
- 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);
}