/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2008, 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.
*
* ---
*
* produce.c: Produce goodies
- *
+ *
* Known contributors to this file:
- *
+ *
*/
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "product.h"
-#include "nat.h"
-#include "file.h"
-#include "xy.h"
+#include <config.h>
+
+#include "budg.h"
#include "player.h"
+#include "product.h"
#include "update.h"
-#include "gen.h"
-#include "subs.h"
-#include "common.h"
-#include "optlist.h"
-#include "budg.h"
static void materials_charge(struct pchrstr *, short *, int);
static int materials_cost(struct pchrstr *, short *, int *);
-s_char *levelnames[] =
- { "Technology", "Research", "Education", "Happiness" };
+static char *levelnames[] = {
+ "Technology", "Research", "Education", "Happiness"
+};
int
produce(struct natstr *np, struct sctstr *sp, short *vec, int work,
int desig, int neweff, int *cost, int *amount)
{
- register struct pchrstr *product;
- int vtype;
+ struct pchrstr *product;
double p_e;
double prodeff;
- s_char *resource;
+ unsigned char *resource;
double output;
int actual;
int unit_work;
- int item;
+ i_type item;
int worker_limit;
int material_limit;
int material_consume;
int val;
- product = &pchr[dchr[desig].d_prd];
- if (product == &pchr[0])
+ if (dchr[desig].d_prd < 0)
return 0;
- vtype = product->p_type;
- item = vtype & ~VT_ITEM;
+ product = &pchr[dchr[desig].d_prd];
+ item = product->p_type;
*amount = 0;
*cost = 0;
p_e = neweff / 100.0;
if (product->p_nrndx != 0) {
unit_work++;
- resource = ((s_char *)sp) + product->p_nrndx;
+ resource = (unsigned char *)sp + product->p_nrndx;
p_e = (*resource * p_e) / 100.0;
}
/*
material_consume = worker_limit;
if (material_consume == 0)
return 0;
- prodeff = prod_eff(product, np->nat_level[product->p_nlndx]);
+ prodeff = prod_eff(desig, np->nat_level[product->p_nlndx]);
if (prodeff <= 0.0 && !player->simulation) {
wu(0, sp->sct_own,
"%s level too low to produce in %s (need %d)\n",
* Adjust produced amount by commodity production ratio
*/
output = material_consume * prodeff;
- if ((vtype == 0) && (!player->simulation)) {
- levels[sp->sct_own][product->p_level] += output;
- wu((natid)0, sp->sct_own, "%s (%.2f) produced in %s\n",
- product->p_name, output, ownxy(sp));
+ if (item == I_NONE) {
+ actual = ldround(output, 1);
+ if (!player->simulation) {
+ levels[sp->sct_own][product->p_level] += output;
+ wu((natid)0, sp->sct_own, "%s (%.2f) produced in %s\n",
+ product->p_name, output, ownxy(sp));
+ }
} else {
- if ((actual = roundavg(output)) <= 0)
+ actual = roundavg(output);
+ if (actual <= 0)
return 0;
if (product->p_nrdep != 0) {
if (*resource * 100 < product->p_nrdep * actual)
* material_consume / actual);
if (material_consume < 0)
material_consume = 0;
- vec[item] = ITEM_MAX;
+ actual = ITEM_MAX - vec[item];
if (sp->sct_own && !player->simulation)
wu(0, sp->sct_own,
"%s production backlog in %s\n",
product->p_name, ownxy(sp));
- } else
- vec[item] += actual;
+ }
+ vec[item] += actual;
}
/*
* Reset produced amount by commodity production ratio
if (opt_TECH_POP) {
if (product->p_level == NAT_TLEV) {
if (tpops[sp->sct_own] > 50000)
- *cost =
- (double)*cost * (double)tpops[sp->sct_own] / 50000.0;
+ *cost *= tpops[sp->sct_own] / 50000.0;
}
}
- /* The min() here is to take care of integer rounding errors */
+ /* The MIN() here is to take care of integer rounding errors */
if (p_e > 0.0) {
- return min(work, (int)(unit_work * material_consume / p_e));
+ return MIN(work, (int)(unit_work * material_consume / p_e));
}
return 0;
}
static void
materials_charge(struct pchrstr *pp, short *vec, int count)
{
- int i, item, n;
+ int i, n;
+ i_type item;
for (i = 0; i < MAXPRCON; ++i) {
item = pp->p_ctype[i];
}
/*
- * Return level p.e. for product PP.
+ * Return level p.e. for sector type TYPE.
* Zero means level is too low for production.
* LEVEL is the affecting production of PP; it must match PP->p_nlndx.
*/
double
-prod_eff(struct pchrstr *pp, float level)
+prod_eff(int type, float level)
{
double level_p_e;
+ struct dchrstr *dp = &dchr[type];
+ struct pchrstr *pp = &pchr[dp->d_prd];
+
+ if (CANT_HAPPEN(dp->d_prd < 0))
+ return 0.0;
if (pp->p_nlndx < 0)
level_p_e = 1.0;
level_p_e = delta / (delta + pp->p_nllag);
}
- return level_p_e * pp->p_effic * 0.01;
+ return level_p_e * dp->d_peffic * 0.01;
}