]> 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 e618a232b3f618a0a9a13b9de66108150124d8ab..817be09523836322cc59ed2db516c897ca8bc123 100644 (file)
@@ -1,11 +1,11 @@
 /*
  *  Empire - A multi-player, client/server Internet based war game.
- *  Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
- *                           Ken Stevens, Steve McClure
+ *  Copyright (C) 1986-2016, 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, 2004-2016
  */
 
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "product.h"
+#include <config.h>
+
+#include <math.h>
+#include "chance.h"
 #include "nat.h"
-#include "file.h"
-#include "xy.h"
+#include "optlist.h"
 #include "player.h"
+#include "product.h"
+#include "prototypes.h"
 #include "update.h"
-#include "gen.h"
-#include "subs.h"
-#include "common.h"
-#include "optlist.h"
 
-s_char *levelnames[] = { "Technology", "Research", "Education", "Happiness" };
+static void materials_charge(struct pchrstr *, short *, double);
 
-int
-produce(struct natstr *np, struct sctstr *sp, int *vec, int work, int sctwork, int desig, int neweff, int *cost, int *amount)
+static char *levelnames[] = {
+    "Technology", "Research", "Education", "Happiness"
+};
+
+void
+produce(struct natstr *np, struct sctstr *sp)
 {
-       extern  float levels[MAXNOC][4];
-       extern long tpops[];
-       register struct pchrstr *product;
-       int     vtype;
-       double  p_e;
-       double  level_p_e;
-       s_char  *resource;
-       int     output;
-       int     actual;
-       int     unit_work;
-       double  depend;
-       int     item;
-       int     worker_limit;
-       int     material_limit;
-       int     material_consume;
-       int     val;
-
-       product = &pchr[dchr[desig].d_prd];
-       if (product == &pchr[0])
-               return 0;
-       vtype = product->p_type;
-       item = vtype &~ VT_ITEM;
-       *amount = 0;
-       *cost = 0;
-
-       if ((material_limit = materials_cost(product, vec, &unit_work)) <= 0)
-               return 0;
-       /*
-        * calculate production efficiency.
-        */
-       p_e = neweff / 100.0;
-       if (product->p_nrndx != 0) {
-               unit_work++;
-               resource = ((s_char *) sp) + product->p_nrndx;
-               p_e = (*resource * p_e) / 100.0;
-               if (product->p_nrdep > 0) {
-                       /* XXX this looks way wrong */
-                       depend = (*resource * 100.0) / product->p_nrdep;
-                       if (p_e > depend)
-                               p_e = depend;
-               }
+    struct budget *budget = &nat_budget[sp->sct_own];
+    struct pchrstr *product;
+    double prodeff;
+    double output;
+    double cost;
+
+    if (dchr[sp->sct_type].d_prd < 0)
+       return;
+    product = &pchr[dchr[sp->sct_type].d_prd];
+
+    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;
        }
-       /*
-        * determine number that can be made with
-        * the available workforce
-        */
-       if (unit_work == 0)
-         unit_work = 1;
+    }
+
+    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;
+
+    material_limit = prod_materials_cost(product, sp->sct_item,
+                                        &unit_work);
+
+    /* sector p.e. */
+    p_e = sp->sct_effic / 100.0;
+    if (resource) {
+       unit_work++;
+       p_e *= *resource / 100.0;
+    }
+    if (unit_work == 0)
+       unit_work = 1;
+
+    worker_limit = sp->sct_avail * p_e / unit_work;
+    res_limit = prod_resource_limit(product, resource);
+
+    material_consume = res_limit;
+    if (material_consume > worker_limit)
+       material_consume = worker_limit;
+    if (material_consume > material_limit)
        material_consume = material_limit;
-       worker_limit = roundavg(work * p_e / unit_work);
-       if (material_consume > worker_limit)
-               material_consume = worker_limit;
-       if (material_consume == 0)
-               return 0;
-       level_p_e = 1.0;
-       if (product->p_nlndx >= 0) {
-               level_p_e = np->nat_level[product->p_nlndx] - product->p_nlmin;
-               if ((level_p_e < 0.0) && (!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;
-               }
-               level_p_e = level_p_e / (level_p_e + product->p_nllag);
+    if (CANT_HAPPEN(material_consume < 0.0))
+       material_consume = 0.0;
+    if (material_consume == 0.0)
+       return 0.0;
+
+    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 0.0;
+    }
+
+    /*
+     * Adjust produced amount by commodity production ratio
+     */
+    output = material_consume * prodeff;
+    if (item == I_NONE) {
+       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));
        }
-       /*
-        * Adjust produced amount by commodity production ratio
-        */
-       output = roundavg(product->p_effic * 0.01 * material_consume);
-       if ((vtype == 0) && (!player->simulation)) {
-               levels[sp->sct_own][product->p_level] += output * level_p_e;
-               wu((natid)0, sp->sct_own, "%s (%.2f) produced in %s\n",
-                       product->p_name, output * level_p_e, ownxy(sp));
-       } else {
-               if ((actual = roundavg(level_p_e * output)) <= 0)
-                       return 0;
-               if (product->p_nrdep != 0) {
-                       if(*resource*100 < product->p_nrdep*actual)
-                               actual = *resource*100/product->p_nrdep;
-               }
-               if (actual > 999) {
-                       actual = 999;
-                       material_consume = (int)(actual / (product->p_effic * 0.01));
-               }
-               vec[item] += actual;
-               if (vec[item] > 9999) {
-                       material_consume =
-                          roundavg((9999.0 - vec[item] + actual) * 
-                               material_consume  / actual);
-                       if (material_consume < 0)
-                               material_consume = 0;
-                       vec[item] = 9999;
-                       if ((/* vtype != V_FOOD && */ sp->sct_own) &&
-                           (!player->simulation))
-                               wu(0, sp->sct_own,
-                               "%s production backlog in %s\n",
-                               product->p_name, ownxy(sp));
-               }
+    } else {
+       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));
        }
+       material_consume = output / prodeff;
+       sp->sct_item[item] += output;
+    }
+
+    /*
+     * Reset produced amount by commodity production ratio
+     */
+    materials_charge(product, sp->sct_item, material_consume);
+    if (resource && product->p_nrdep != 0) {
        /*
-        * Reset produced amount by commodity production ratio
+        * lower natural resource in sector depending on
+        * amount produced
         */
-       if (!player->simulation) {
-         materials_charge(product, vec, material_consume);
-         if (product->p_nrdep != 0) {
-               /*
-                * lower natural resource in sector depending on
-                * amount produced
-                */
-               val = *resource - roundavg(product->p_nrdep *
-                       material_consume / 100.0);
-               if (val < 0)
-                       val = 0;
-               *resource = val;
-         }
-       }
-       *amount = actual;
-       *cost = product->p_cost * material_consume;
-
-       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;
-        }
-       }
+       val = *resource - roundavg(product->p_nrdep *
+                                  material_consume / 100.0);
+       if (val < 0)
+           val = 0;
+       *resource = val;
+    }
 
-       /* 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 0;
+    if (CANT_HAPPEN(p_e <= 0.0))
+       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 output;
 }
 
-int
-materials_cost(struct pchrstr *product, register int *vec, int *costp)
+/*
+ * Return how much of product @pp can be made from materials @vec[].
+ * Store amount of work per unit in *@costp.
+ */
+double
+prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
 {
-       register u_char *vp;
-       register u_short *ap;
-       register int count;
-       register int cost;
-       register int n;
-       register u_char *endp;
-
-       count = 9999;
-       cost = 0;
-       ap = product->p_vamt;
-       endp = product->p_vtype + product->p_nv;
-       for (vp = product->p_vtype; vp < endp; vp++, ap++) {
-               if (!*ap)
-                       continue;
-               n = vec[*vp & ~VT_ITEM] / *ap;
-               if (n < count)
-                       count = n;
-               cost += *ap;
-       }
-       *costp = cost;
-       return count;
+    double count, n;
+    int cost, i;
+
+    count = ITEM_MAX;
+    cost = 0;
+    for (i = 0; i < MAXPRCON; ++i) {
+       if (!pp->p_camt[i])
+           continue;
+       if (CANT_HAPPEN(pp->p_ctype[i] <= I_NONE || I_MAX < pp->p_ctype[i]))
+           continue;
+       n = (double)vec[pp->p_ctype[i]] / pp->p_camt[i];
+       if (n < count)
+           count = n;
+       cost += pp->p_camt[i];
+    }
+    *costp = cost;
+    return count;
 }
 
-void
-materials_charge(struct pchrstr *product, register int *vec, register int count)
+static void
+materials_charge(struct pchrstr *pp, short *vec, double count)
 {
-       register u_char *vp;
-       register u_short *ap;
-       register u_char *endp;
-       register int item;
-       register int n;
-
-       ap = product->p_vamt;
-       endp = product->p_vtype + product->p_nv;
-       for (vp = product->p_vtype; vp < endp; vp++, ap++) {
-               item = *vp & ~VT_ITEM;
-               if (item < 0 || item > I_MAX) {
-                       logerror("materials_charge: bad item %d", item);
-                       continue;
-               }
-               if ((n = vec[item] - *ap * count) < 0) {
-                       logerror("materials_charge: %d > %d item #%d",
-                               n, vec[item], item);
-                       n = 0;
-               }
-               vec[item] = n;
-       }
+    int i;
+    i_type item;
+    double n;
+
+    for (i = 0; i < MAXPRCON; ++i) {
+       item = pp->p_ctype[i];
+       if (!pp->p_camt[i])
+           continue;
+       if (CANT_HAPPEN(item <= I_NONE || I_MAX < item))
+           continue;
+       n = vec[item] - pp->p_camt[i] * count;
+       if (CANT_HAPPEN(n < 0.0))
+           n = 0.0;
+       vec[item] = roundavg(n);
+    }
+}
+
+/*
+ * Return how much of product @pp can be made from its resource.
+ * If @pp depletes a resource, @resource must point to its value.
+ */
+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 * 100.0 / pp->p_nrdep;
+    return ITEM_MAX;
+}
+
+/*
+ * Return p.e. for sector type @type.
+ * Zero means level is too low for production.
+ * @level is the level affecting production.
+ */
+double
+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;
+    else {
+       double delta = (double)level - (double)pp->p_nlmin;
+
+       if (delta < 0.0)
+           return 0.0;
+       if (CANT_HAPPEN(delta + pp->p_nllag <= 0))
+           return 0.0;
+       level_p_e = delta / (delta + pp->p_nllag);
+    }
+
+    return level_p_e * dp->d_peffic * 0.01;
 }