/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, 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
* ---
*
* produce.c: Produce goodies
- *
+ *
* Known contributors to this file:
- *
+ *
*/
#include <config.h>
-#include "misc.h"
-#include "sect.h"
-#include "product.h"
-#include "nat.h"
-#include "xy.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 *);
int material_consume;
int val;
- product = &pchr[dchr[desig].d_prd];
- if (product == &pchr[0])
+ if (dchr[desig].d_prd < 0)
return 0;
+ product = &pchr[dchr[desig].d_prd];
item = product->p_type;
*amount = 0;
*cost = 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;
- actual = roundavg(output);
- if (actual <= 0)
- return 0;
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 {
+ actual = roundavg(output);
+ if (actual <= 0)
+ return 0;
if (product->p_nrdep != 0) {
if (*resource * 100 < product->p_nrdep * actual)
actual = *resource * 100 / product->p_nrdep;
* 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
}
/*
- * 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;
}