/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2009, 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.
*
* ---
*
* material.c: Tries to find materials for production
- *
+ *
* Known contributors to this file:
* Ville Virrankoski, 1996
+ * Markus Armbruster, 2007
*/
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "file.h"
-#include "optlist.h"
+#include <config.h>
+
#include "budg.h"
#include "player.h"
#include "update.h"
-#include "common.h"
-#include "subs.h"
-
-#ifndef MIN
-#define MIN(x,y) ((x) > (y) ? (y) : (x))
-#endif
-void
-get_materials(struct sctstr *sp, int *bp, int *mvec, int check)
- /* only check if found=0, remove them=1 */
+/*
+ * Get build materials from sector SP.
+ * BP is the sector's build pointer.
+ * MVEC[] defines the materials needed to build 100%.
+ * PCT is the percentage to build.
+ * Adjust build percentage downwards so that available materials
+ * suffice. Remove the materials.
+ * Return adjusted build percentage.
+ */
+int
+get_materials(struct sctstr *sp, struct bp *bp, int *mvec, int pct)
{
- int i;
- int still_left;
+ int i, amt;
- for (i = 1; i <= I_MAX; i++) {
+ for (i = I_NONE + 1; i <= I_MAX; i++) {
if (mvec[i] == 0)
continue;
+ amt = bp_get_item(bp, sp, i);
+ if (amt * 100 < mvec[i] * pct)
+ pct = amt * 100 / mvec[i];
+ }
- if (check) {
- still_left = gt_bg_nmbr(bp, sp, i);
- if ((still_left - mvec[i]) < 0)
- still_left = 0;
- else
- still_left -= mvec[i];
- pt_bg_nmbr(bp, sp, i, still_left);
- if (!player->simulation)
- sp->sct_item[i] = still_left;
-
- } else {
- still_left = gt_bg_nmbr(bp, sp, i);
- mvec[i] = MIN(mvec[i], still_left);
- }
+ for (i = I_NONE + 1; i <= I_MAX; i++) {
+ if (mvec[i] == 0)
+ continue;
+ amt = bp_get_item(bp, sp, i);
+ amt -= roundavg(mvec[i] * pct / 100.0);
+ if (CANT_HAPPEN(amt < 0))
+ amt = 0;
+ bp_put_item(bp, sp, i, amt);
+ if (!player->simulation)
+ sp->sct_item[i] = amt;
}
+
+ return pct;
}