/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, 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/>.
*
* ---
*
* ---
*
* material.c: Tries to find materials for production
- *
+ *
* Known contributors to this file:
* Ville Virrankoski, 1996
+ * Markus Armbruster, 2007-2016
*/
#include <config.h>
-#include "budg.h"
-#include "player.h"
+#include "chance.h"
+#include "sect.h"
#include "update.h"
-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.
+ * Array @mvec[ITEM_MAX+1] 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, short mvec[], int pct)
{
- i_type i;
- int still_left;
+ int i, amt;
for (i = I_NONE + 1; i <= I_MAX; i++) {
if (mvec[i] == 0)
continue;
+ amt = sp->sct_item[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 = sp->sct_item[i];
+ amt -= roundavg(mvec[i] * pct / 100.0);
+ if (CANT_HAPPEN(amt < 0))
+ amt = 0;
+ sp->sct_item[i] = amt;
}
+
+ return pct;
}