/*
* 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) 1986-2014, 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.
*
* ---
*
* sect.c: Do production for sectors
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
+ * Markus Armbruster, 2004-2013
*/
-#include <math.h>
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "nat.h"
+#include <config.h>
+
+#include "budg.h"
+#include "chance.h"
#include "item.h"
-#include "news.h"
-#include "file.h"
-#include "xy.h"
+#include "land.h"
+#include "lost.h"
#include "path.h"
-#include "product.h"
-#include "distribute.h"
-#include "optlist.h"
-#include "budg.h"
#include "player.h"
-#include "land.h"
#include "ship.h"
#include "update.h"
-#include "subs.h"
-#include "common.h"
-#include "lost.h"
-#include "gen.h"
-
-void
-dodeliver(struct sctstr *sp)
-{
- register int i;
- int thresh;
- int dir;
- int plague;
- int n;
-
- if (sp->sct_mobil <= 0)
- return;
- plague = sp->sct_pstage;
- for (i = 1; i <= I_MAX; i++) {
- if (sp->sct_del[i] == 0)
- continue;
- thresh = sp->sct_del[i] & ~0x7;
- dir = sp->sct_del[i] & 0x7;
- n = deliver(sp, &ichr[i], dir, thresh, sp->sct_item[i], plague);
- if (n > 0) {
- sp->sct_item[i] -= n;
- if (sp->sct_mobil <= 0)
- break;
- }
- }
-}
/*
* Increase sector efficiency if old type == new type.
* Return amount of work used.
*/
static int
-upd_buildeff(struct natstr *np, register struct sctstr *sp, int *workp,
+upd_buildeff(struct natstr *np, struct sctstr *sp, int *workp,
short *vec, int etu, int *desig, int sctwork, int *cost)
{
- register int work_cost = 0;
+ int work_cost = 0;
int buildeff_work = *workp / 2;
int n, hcms, lcms, neweff;
- u_char old_type = *desig;
+ unsigned char old_type = *desig;
*cost = 0;
neweff = sp->sct_effic;
}
neweff = n;
*cost += work_cost;
- if (opt_BIG_CITY) {
- if (!n && dchr[old_type].d_pkg == UPKG &&
- dchr[*desig].d_pkg != UPKG) {
- int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
- if (vec[I_CIVIL] > maxpop)
- vec[I_CIVIL] = maxpop;
- if (vec[I_UW] > maxpop)
- vec[I_UW] = maxpop;
- *workp = (vec[I_CIVIL] * sctwork) / 100.0
- + (vec[I_MILIT] * 2 / 5.0) + vec[I_UW];
- *workp = roundavg((etu * (*workp)) / 100.0);
-
- buildeff_work = min((int)(*workp / 2), buildeff_work);
- }
+ if (!n && IS_BIG_CITY(old_type) && !IS_BIG_CITY(*desig)) {
+ // FIXME use trunc_people() and total_work()
+ int maxpop = max_population(np->nat_level[NAT_RLEV], *desig, n);
+ if (vec[I_CIVIL] > maxpop)
+ vec[I_CIVIL] = maxpop;
+ if (vec[I_UW] > maxpop)
+ vec[I_UW] = maxpop;
+ *workp = (vec[I_CIVIL] * sctwork) / 100.0
+ + (vec[I_MILIT] * 2 / 5.0) + vec[I_UW];
+ *workp = roundavg((etu * *workp) / 100.0);
+
+ buildeff_work = MIN((int)(*workp / 2), buildeff_work);
}
}
- if (np->nat_priorities[*desig]) {
- if (*desig == sp->sct_newtype) {
- work_cost = 100 - neweff;
- if (work_cost > buildeff_work)
- work_cost = buildeff_work;
-
- if (dchr[*desig].d_lcms > 0) {
- lcms = vec[I_LCM];
- lcms /= dchr[*desig].d_lcms;
- if (work_cost > lcms)
- work_cost = lcms;
- }
- if (dchr[*desig].d_hcms > 0) {
- hcms = vec[I_HCM];
- hcms /= dchr[*desig].d_hcms;
- if (work_cost > hcms)
- work_cost = hcms;
- }
+ if (*desig == sp->sct_newtype) {
+ work_cost = 100 - neweff;
+ if (work_cost > buildeff_work)
+ work_cost = buildeff_work;
+
+ if (dchr[*desig].d_lcms > 0) {
+ lcms = vec[I_LCM];
+ lcms /= dchr[*desig].d_lcms;
+ if (work_cost > lcms)
+ work_cost = lcms;
+ }
+ if (dchr[*desig].d_hcms > 0) {
+ hcms = vec[I_HCM];
+ hcms /= dchr[*desig].d_hcms;
+ if (work_cost > hcms)
+ work_cost = hcms;
+ }
- neweff += work_cost;
- *cost += work_cost * dchr[*desig].d_build;
- buildeff_work -= work_cost;
+ neweff += work_cost;
+ *cost += work_cost * dchr[*desig].d_build;
+ buildeff_work -= work_cost;
- if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
- vec[I_LCM] -= work_cost * dchr[*desig].d_lcms;
- vec[I_HCM] -= work_cost * dchr[*desig].d_hcms;
- }
+ if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
+ vec[I_LCM] -= work_cost * dchr[*desig].d_lcms;
+ vec[I_HCM] -= work_cost * dchr[*desig].d_hcms;
}
}
*workp = (*workp + 1) / 2 + buildeff_work;
/* Need to check treaties here */
enlisted = 0;
- maxmil = (vec[I_CIVIL] / 2) - vec[I_MILIT];
+ maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT];
if (maxmil > 0) {
- enlisted = (etu * (10 + vec[I_MILIT]) * 0.05);
+ enlisted = etu * (10 + vec[I_MILIT]) * 0.05;
if (enlisted > maxmil)
enlisted = maxmil;
vec[I_CIVIL] -= enlisted;
/* Fallout is calculated here. */
static void
-meltitems(int etus, int fallout, int own, short *vec, int type, int x, int y,
- int uid)
+meltitems(int etus, int fallout, int own, short *vec,
+ int type, int x, int y, int uid)
{
- int n;
+ i_type n;
int melt;
- for (n = 1; n <= I_MAX; n++) {
- melt = roundavg(vec[n] * etus * (long)fallout
- / (1000.0 * melt_item_denom[n]));
+ for (n = I_NONE + 1; n <= I_MAX; n++) {
+ melt = roundavg(vec[n] * etus * (double)fallout
+ / (1000.0 * ichr[n].i_melt_denom));
if (melt > vec[n])
melt = vec[n];
if (melt > 5 && own) {
if (type == EF_SECTOR)
wu(0, own, "Lost %d %s to radiation in %s.\n",
- melt < vec[n] ? melt : vec[n], ichr[n].i_name,
+ melt, ichr[n].i_name,
xyas(x, y, own));
else if (type == EF_LAND)
wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
- uid, melt < vec[n] ? melt : vec[n], ichr[n].i_name,
+ uid, melt, ichr[n].i_name,
xyas(x, y, own));
else if (type == EF_SHIP)
wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
- uid, melt < vec[n] ? melt : vec[n], ichr[n].i_name,
+ uid, melt, ichr[n].i_name,
xyas(x, y, own));
}
vec[n] -= melt;
}
/*
- * do_fallout - calculate fallout for sectors.
- *
- * This is etu based. But, do limit HUGE kill offs in large ETU
- * games, the melting etus rate is limited to 24 etus.
+ * Do fallout meltdown for sector SP.
+ * ETUS above 24 are treated as 24 to avoid *huge* kill offs in
+ * large ETU games.
*/
-
void
-do_fallout(register struct sctstr *sp, register int etus)
+do_fallout(struct sctstr *sp, int etus)
{
struct shpstr *spp;
struct lndstr *lp;
return;
if (etus > 24)
etus = 24;
- meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item, EF_SECTOR,
- sp->sct_x, sp->sct_y, 0);
+ meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
+ EF_SECTOR, sp->sct_x, sp->sct_y, 0);
for (i = 0; NULL != (lp = getlandp(i)); i++) {
if (!lp->lnd_own)
continue;
if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
continue;
- meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item, EF_LAND,
- lp->lnd_x, lp->lnd_y, lp->lnd_uid);
+ meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
+ EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
}
for (i = 0; NULL != (spp = getshipp(i)); i++) {
if (!spp->shp_own)
continue;
if (mchr[(int)spp->shp_type].m_flags & M_SUB)
continue;
- meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item, EF_SHIP,
- spp->shp_x, spp->shp_y, spp->shp_uid);
+ meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
+ EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
}
-#ifdef GODZILLA
- if ((sp->sct_fallout > 20) && chance(100))
- do_godzilla(sp);
-#endif /* GODZILLA */
}
void
{
struct sctstr *ap;
int n;
- register int inc;
+ int inc;
if (etus > 24)
etus = 24;
if (ap->sct_type == SCT_SANCT)
continue;
inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
-#if 0
- if (sp->sct_fallout) {
- wu(0, 0, "Fallout from sector %d,%d to %d,%d is %d=%d*%e*%d\n",
- sp->sct_x, sp->sct_y, sp->sct_x + diroff[n][0],
- sp->sct_y + diroff[n][1], inc, etus,
- fallout_spread, sp->sct_fallout);
- }
-#endif
if (inc < 0)
inc = 0;
- ap->sct_fallout = min(ap->sct_fallout + inc, FALLOUT_MAX);
+ ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
}
}
if (etus > 24)
etus = 24;
- decay = roundavg(((decay_per_etu + 6.0) * fallout_spread) *
+ decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
(double)etus * (double)sp->sct_fallout);
-#if 0
- if (decay || sp->sct_fallout)
- wu(0, 0, "Fallout decay in %d,%d is %d from %d\n", sp->sct_x,
- sp->sct_y, decay, sp->sct_fallout);
-#endif
-
sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
}
/*
- * Produce only a set sector type for a specific nation
- * (or all, if sector_type == -1)
- *
+ * Produce for a specific nation
*/
void
-produce_sect(int natnum, int etu, int *bp, long int (*p_sect)[2],
- int sector_type)
+produce_sect(int natnum, int etu, struct bp *bp, int p_sect[][2])
{
- register struct sctstr *sp;
- register struct natstr *np;
+ struct sctstr *sp;
+ struct natstr *np;
short buf[I_MAX + 1];
short *vec;
int work, cost, ecost, pcost, sctwork;
- int n, desig, maxpop, neweff, amount;
+ int n, desig, neweff, amount;
for (n = 0; NULL != (sp = getsectid(n)); n++) {
if (sp->sct_type == SCT_WATER)
continue;
if (sp->sct_updated != 0)
continue;
- if (sp->sct_type != sector_type && sector_type != -1)
- continue;
- if ((sp->sct_type == SCT_CAPIT) && (sp->sct_effic > 60)) {
- p_sect[SCT_CAPIT][0]++;
- p_sect[SCT_CAPIT][1] += etu;
- }
+ np = getnatp(natnum);
if (player->simulation) {
/* work on a copy, which will be discarded */
} else
vec = sp->sct_item;
- /* If everybody is dead, the sector reverts to unowned.
- * This is also checked at the end of the production in
- * they all starved or were plagued off.
+ /* If everybody is dead, the sector reverts to unowned.
+ * This is also checked at the end of the production in
+ * they all starved or were plagued off.
*/
if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 &&
- !has_units(sp->sct_x, sp->sct_y, sp->sct_own, 0)) {
- makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
- sp->sct_own = 0;
- sp->sct_oldown = 0;
+ !has_units(sp->sct_x, sp->sct_y, sp->sct_own, NULL)) {
+ if (!player->simulation) {
+ makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
+ sp->sct_own = 0;
+ sp->sct_oldown = 0;
+ }
continue;
}
sp->sct_updated = 1;
work = 0;
- np = getnatp(natnum);
-
- /* do_feed trys to supply. So, we need to enable cacheing
- here */
- bp_enable_cachepath();
-
- sctwork = do_feed(sp, np, vec, &work, bp, etu);
+ sctwork = do_feed(sp, np, vec, &work, etu);
+ bp_put_items(bp, sp, vec);
- bp_disable_cachepath();
- bp_clear_cachepath();
-
- if (sp->sct_off || np->nat_money < 0) {
- if (!player->simulation)
- sp->sct_off = 0;
+ if (sp->sct_off || np->nat_money < 0)
continue;
- }
- if ((np->nat_priorities[sp->sct_type] == 0) &&
- (sp->sct_type == sp->sct_newtype) &&
- ((pchr[dchr[sp->sct_type].d_prd].p_cost != 0) ||
- (sp->sct_type == SCT_ENLIST))) {
- if (!player->simulation) {
- logerror("Skipping %s production for country %s\n",
- dchr[sp->sct_type].d_name, np->nat_cnam);
- }
- continue;
- }
neweff = sp->sct_effic;
amount = 0;
desig = sp->sct_type;
+ if (dchr[desig].d_maint) {
+ cost = etu * dchr[desig].d_maint;
+ p_sect[SCT_MAINT][0]++;
+ p_sect[SCT_MAINT][1] += cost;
+ if (!player->simulation)
+ np->nat_money -= cost;
+ }
+
if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
- np->nat_money > 0) {
+ np->nat_money >= 0) {
neweff = upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork,
&cost);
- pt_bg_nmbr(bp, sp, I_LCM, vec[I_LCM]);
- pt_bg_nmbr(bp, sp, I_HCM, vec[I_HCM]);
+ bp_put_items(bp, sp, vec);
p_sect[SCT_EFFIC][0]++;
p_sect[SCT_EFFIC][1] += cost;
if (!player->simulation) {
np->nat_money -= cost;
sp->sct_type = desig;
sp->sct_effic = neweff;
- if (!opt_DEFENSE_INFRA)
- sp->sct_defense = sp->sct_effic;
- }
- }
-
- if ((np->nat_priorities[desig] == 0) &&
- ((pchr[dchr[desig].d_prd].p_cost != 0) ||
- (desig == SCT_ENLIST))) {
- if (!player->simulation) {
- logerror("Skipping %s production for country %s\n",
- dchr[sp->sct_type].d_name, np->nat_cnam);
}
- continue;
}
if (desig == SCT_ENLIST && neweff >= 60 &&
p_sect[desig][1] += ecost;
if (!player->simulation)
np->nat_money -= ecost;
+ bp_put_items(bp, sp, vec);
}
/*
*/
if (neweff >= 60) {
- if (np->nat_money > 0 && dchr[desig].d_prd)
- work -=
- produce(np, sp, vec, work, desig, neweff, &pcost, &amount);
+ if (np->nat_money >= 0 && dchr[desig].d_prd >= 0)
+ work -= produce(np, sp, vec, work, desig, neweff,
+ &pcost, &amount);
+ bp_put_items(bp, sp, vec);
}
- pt_bg_nmbr(bp, sp, I_MAX + 1, work);
+ bp_put_avail(bp, sp, work);
p_sect[desig][0] += amount;
p_sect[desig][1] += pcost;
if (!player->simulation) {
- maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
- if (vec[I_CIVIL] > maxpop)
- vec[I_CIVIL] = maxpop;
- if (vec[I_UW] > maxpop)
- vec[I_UW] = maxpop;
sp->sct_avail = work;
np->nat_money -= pcost;
}