/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2017, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
{
struct budget *budget = &nat_budget[sp->sct_own];
struct pchrstr *product;
- double p_e;
double prodeff;
- unsigned char *resource;
double output;
- int unit_work, work_used;
- i_type item;
- double material_limit, worker_limit, res_limit;
- double material_consume;
- int val;
double cost;
if (dchr[sp->sct_type].d_prd < 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 (budget->oldowned_civs > 50000)
+ cost *= budget->oldowned_civs / 50000.0;
+ }
+ }
+
+ if (product->p_level >= 0)
+ budget->level[product->p_level] += output;
+ 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
if (CANT_HAPPEN(material_consume < 0.0))
material_consume = 0.0;
if (material_consume == 0.0)
- return;
+ 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;
+ 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));
}
*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;
- }
- }
-
- budget->prod[sp->sct_type].count += ldround(output, 1);
- budget->prod[sp->sct_type].money -= cost;
- budget->money -= cost;
-
if (CANT_HAPPEN(p_e <= 0.0))
- return;
+ 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;
}
/*