/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2005, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2013, 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/>.
*
* ---
*
- * 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:
- *
+ * Markus Armbruster, 2004-2010
*/
-#include "misc.h"
-#include "sect.h"
-#include "product.h"
-#include "nat.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,
struct pchrstr *product;
double p_e;
double prodeff;
- u_char *resource;
+ unsigned char *resource;
double output;
int actual;
int unit_work;
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;
+ if (product->p_nrndx)
+ resource = (unsigned char *)sp + product->p_nrndx;
+ else
+ resource = NULL;
*amount = 0;
*cost = 0;
* calculate production efficiency.
*/
p_e = neweff / 100.0;
- if (product->p_nrndx != 0) {
+ if (resource) {
unit_work++;
- resource = (u_char *)sp + product->p_nrndx;
- p_e = (*resource * p_e) / 100.0;
+ p_e *= *resource / 100.0;
}
/*
* determine number that can be made with
worker_limit = roundavg(work * p_e / unit_work);
if (material_consume > worker_limit)
material_consume = worker_limit;
+ if (resource && product->p_nrdep != 0) {
+ if (*resource * 100 < product->p_nrdep * material_consume)
+ material_consume = *resource * 100 / product->p_nrdep;
+ }
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 (item == I_NONE && !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(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)
- actual = *resource * 100 / product->p_nrdep;
- }
if (actual > 999) {
material_consume = roundavg(999.0 * material_consume / actual);
actual = 999;
* 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 (!player->simulation) {
materials_charge(product, vec, material_consume);
- if (product->p_nrdep != 0) {
+ if (resource && product->p_nrdep != 0) {
/*
* lower natural resource in sector depending on
* amount produced
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;
}
}
/*
- * 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;
}