]> git.pond.sub.org Git - empserver/blobdiff - src/lib/update/produce.c
production: Use update code instead of duplicating it
[empserver] / src / lib / update / produce.c
index a7d7bae98b53ca8c7c14f1d9d726faa7783a6b8a..817be09523836322cc59ed2db516c897ca8bc123 100644 (file)
 
 #include <config.h>
 
-#include "budg.h"
+#include <math.h>
 #include "chance.h"
 #include "nat.h"
 #include "optlist.h"
 #include "player.h"
 #include "product.h"
 #include "prototypes.h"
-#include "sect.h"
+#include "update.h"
 
-static void materials_charge(struct pchrstr *, short *, int);
+static void materials_charge(struct pchrstr *, short *, double);
 
 static char *levelnames[] = {
     "Technology", "Research", "Education", "Happiness"
 };
 
-int
-produce(struct natstr *np, struct sctstr *sp, int *cost)
+void
+produce(struct natstr *np, struct sctstr *sp)
 {
+    struct budget *budget = &nat_budget[sp->sct_own];
     struct pchrstr *product;
-    double p_e;
     double prodeff;
-    unsigned char *resource;
     double output;
-    int actual;
-    int unit_work, work_used;
-    i_type item;
-    double worker_limit;
-    int material_limit, res_limit;
-    int material_consume;
-    int val;
+    double cost;
 
     if (dchr[sp->sct_type].d_prd < 0)
-       return 0;
+       return;
     product = &pchr[dchr[sp->sct_type].d_prd];
-    item = product->p_type;
+
+    prodeff = prod_eff(sp->sct_type, np->nat_level[product->p_nlndx]);
+    output = prod_output(sp, prodeff);
+    if (!output)
+       return;
+
+    cost = product->p_cost * output / prodeff;
+    if (opt_TECH_POP) {
+       if (product->p_level == NAT_TLEV) {
+           if (tpops[sp->sct_own] > 50000)
+               cost *= tpops[sp->sct_own] / 50000.0;
+       }
+    }
+
+    budget->prod[sp->sct_type].count += ldround(output, 1);
+    budget->prod[sp->sct_type].money -= cost;
+    budget->money -= cost;
+}
+
+double
+prod_output(struct sctstr *sp, double prodeff)
+{
+    struct pchrstr *product = &pchr[dchr[sp->sct_type].d_prd];
+    i_type item = product->p_type;
+    unsigned char *resource;
+    double p_e;
+    double material_limit, worker_limit, res_limit;
+    double material_consume, output;
+    int unit_work, work_used;
+    int val;
+
     if (product->p_nrndx)
        resource = (unsigned char *)sp + product->p_nrndx;
     else
        resource = NULL;
-    *cost = 0;
 
     material_limit = prod_materials_cost(product, sp->sct_item,
                                         &unit_work);
-    if (material_limit <= 0)
-       return 0;
 
     /* sector p.e. */
     p_e = sp->sct_effic / 100.0;
@@ -92,51 +112,47 @@ produce(struct natstr *np, struct sctstr *sp, int *cost)
 
     material_consume = res_limit;
     if (material_consume > worker_limit)
-       material_consume = (int)worker_limit;
+       material_consume = worker_limit;
     if (material_consume > material_limit)
        material_consume = material_limit;
-    if (material_consume == 0)
-       return 0;
+    if (CANT_HAPPEN(material_consume < 0.0))
+       material_consume = 0.0;
+    if (material_consume == 0.0)
+       return 0.0;
 
-    prodeff = prod_eff(sp->sct_type, np->nat_level[product->p_nlndx]);
     if (prodeff <= 0.0) {
        if (!player->simulation)
            wu(0, sp->sct_own,
               "%s level too low to produce in %s (need %d)\n",
               levelnames[product->p_nlndx], ownxy(sp), product->p_nlmin);
-       return 0;
+       return 0.0;
     }
+
     /*
      * Adjust produced amount by commodity production ratio
      */
     output = material_consume * prodeff;
     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 {
-       actual = roundavg(output);
-       if (actual <= 0)
-           return 0;
-       if (actual > 999) {
-           actual = 999;
-           material_consume = roundavg(actual / prodeff);
-       }
-       if (sp->sct_item[item] + actual > ITEM_MAX) {
-           actual = ITEM_MAX - sp->sct_item[item];
-           material_consume = roundavg(actual / prodeff);
-           if (material_consume < 0)
-               material_consume = 0;
+       output = floor(output);
+       if (output > 999.0)
+           output = 999.0;
+       if (sp->sct_item[item] + output > ITEM_MAX) {
+           output = ITEM_MAX - sp->sct_item[item];
            if (sp->sct_own && !player->simulation)
                wu(0, sp->sct_own,
                   "%s production backlog in %s\n",
                   product->p_name, ownxy(sp));
        }
-       sp->sct_item[item] += actual;
+       material_consume = output / prodeff;
+       sp->sct_item[item] += output;
     }
+
     /*
      * Reset produced amount by commodity production ratio
      */
@@ -152,34 +168,26 @@ produce(struct natstr *np, struct sctstr *sp, int *cost)
            val = 0;
        *resource = val;
     }
-    *cost = product->p_cost * material_consume;
-
-    if (opt_TECH_POP) {
-       if (product->p_level == NAT_TLEV) {
-           if (tpops[sp->sct_own] > 50000)
-               *cost *= tpops[sp->sct_own] / 50000.0;
-       }
-    }
 
     if (CANT_HAPPEN(p_e <= 0.0))
-       return actual;
+       return 0.0;
     work_used = roundavg(unit_work * material_consume / p_e);
     if (CANT_HAPPEN(work_used > sp->sct_avail))
        work_used = sp->sct_avail;
     sp->sct_avail -= work_used;
-    return actual;
+
+    return output;
 }
 
 /*
  * Return how much of product @pp can be made from materials @vec[].
  * Store amount of work per unit in *@costp.
  */
-int
+double
 prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
 {
-    int count;
-    int cost;
-    int i, n;
+    double count, n;
+    int cost, i;
 
     count = ITEM_MAX;
     cost = 0;
@@ -188,7 +196,7 @@ prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
            continue;
        if (CANT_HAPPEN(pp->p_ctype[i] <= I_NONE || I_MAX < pp->p_ctype[i]))
            continue;
-       n = vec[pp->p_ctype[i]] / pp->p_camt[i];
+       n = (double)vec[pp->p_ctype[i]] / pp->p_camt[i];
        if (n < count)
            count = n;
        cost += pp->p_camt[i];
@@ -198,10 +206,11 @@ prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
 }
 
 static void
-materials_charge(struct pchrstr *pp, short *vec, int count)
+materials_charge(struct pchrstr *pp, short *vec, double count)
 {
-    int i, n;
+    int i;
     i_type item;
+    double n;
 
     for (i = 0; i < MAXPRCON; ++i) {
        item = pp->p_ctype[i];
@@ -210,9 +219,9 @@ materials_charge(struct pchrstr *pp, short *vec, int count)
        if (CANT_HAPPEN(item <= I_NONE || I_MAX < item))
            continue;
        n = vec[item] - pp->p_camt[i] * count;
-       if (CANT_HAPPEN(n < 0))
-           n = 0;
-       vec[item] = n;
+       if (CANT_HAPPEN(n < 0.0))
+           n = 0.0;
+       vec[item] = roundavg(n);
     }
 }
 
@@ -220,13 +229,13 @@ materials_charge(struct pchrstr *pp, short *vec, int count)
  * Return how much of product @pp can be made from its resource.
  * If @pp depletes a resource, @resource must point to its value.
  */
-int
+double
 prod_resource_limit(struct pchrstr *pp, unsigned char *resource)
 {
     if (CANT_HAPPEN(pp->p_nrndx && !resource))
        return 0;
     if (resource && pp->p_nrdep != 0)
-       return *resource * 100 / pp->p_nrdep;
+       return *resource * 100.0 / pp->p_nrdep;
     return ITEM_MAX;
 }