/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2018, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
#include <config.h>
#include "chance.h"
-#include "file.h"
#include "item.h"
-#include "land.h"
-#include "lost.h"
#include "nat.h"
#include "optlist.h"
-#include "path.h"
#include "player.h"
#include "prototypes.h"
-#include "ship.h"
#include "update.h"
double
* Conversion will happen much more slowly without
* some mil initially.
*/
-static int
-enlist(short *vec, int etu, int *cost)
+static void
+enlist(struct natstr *np, short *vec, int etu)
{
int maxmil;
int enlisted;
vec[I_CIVIL] -= enlisted;
vec[I_MILIT] += enlisted;
}
- *cost = enlisted * 3;
- return enlisted;
-}
-
-/* Fallout is calculated here. */
-
-static void
-meltitems(int etus, int fallout, int own, short *vec,
- int type, int x, int y, int uid)
-{
- i_type n;
- int melt;
-
- 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, 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, 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, ichr[n].i_name,
- xyas(x, y, own));
- }
- vec[n] -= melt;
- }
-}
-
-/*
- * 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(struct sctstr *sp, int etus)
-{
- struct shpstr *spp;
- struct lndstr *lp;
- int i;
-
-/* This check shouldn't be needed, but just in case. :) */
- if (!sp->sct_fallout || !sp->sct_updated)
- 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);
- 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);
- }
- for (i = 0; NULL != (spp = getshipp(i)); i++) {
- if (!spp->shp_own)
- continue;
- if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
- 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);
- }
-}
-
-void
-spread_fallout(struct sctstr *sp, int etus)
-{
- struct sctstr *ap;
- int n;
- int inc;
-
- if (etus > 24)
- etus = 24;
- for (n = DIR_FIRST; n <= DIR_LAST; n++) {
- ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
- if (ap->sct_type == SCT_SANCT)
- continue;
- inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
- if (inc < 0)
- inc = 0;
- ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
- }
-}
-void
-decay_fallout(struct sctstr *sp, int etus)
-{
- int decay;
-
- if (etus > 24)
- etus = 24;
- decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
- (double)etus * (double)sp->sct_fallout);
-
- sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
+ nat_budget[np->nat_cnum].prod[SCT_ENLIST].count += enlisted;
+ nat_budget[np->nat_cnum].prod[SCT_ENLIST].money -= enlisted * 3;
+ nat_budget[np->nat_cnum].money -= enlisted * 3;
}
/*
* Produce for a specific nation
*/
void
-produce_sect(struct natstr *np, int etu, struct bp *bp)
+produce_sect(int etu, struct bp *bp)
{
- struct budget *budget = &nat_budget[np->nat_cnum];
+ struct budget *budget;
+ struct natstr *np;
struct sctstr *sp, scratch_sect;
- int cost, ecost, pcost;
- int n, amount;
+ int n;
+ double cost;
for (n = 0; NULL != (sp = getsectid(n)); n++) {
- if (sp->sct_type == SCT_WATER)
+ if (bp_skip_sect(bp, sp))
continue;
- if (sp->sct_own != np->nat_cnum)
+ if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
continue;
- if (sp->sct_updated != 0)
- continue;
- sp->sct_updated = 1;
/*
* When running the test suite, reseed PRNG for each sector
if (player->simulation) {
/* work on a copy, which will be discarded */
scratch_sect = *sp;
+ bp_to_sect(bp, &scratch_sect);
sp = &scratch_sect;
}
- do_feed(sp, np, etu, 0);
-
- if (sp->sct_off || np->nat_money < 0) {
- sp->sct_avail = 0;
- bp_set_from_sect(bp, sp);
- continue;
- }
-
- amount = 0;
- pcost = cost = ecost = 0;
+ budget = &nat_budget[sp->sct_own];
+ np = getnatp(sp->sct_own);
if (dchr[sp->sct_type].d_maint) {
cost = etu * dchr[sp->sct_type].d_maint;
budget->bm[BUDG_SCT_MAINT].count++;
budget->bm[BUDG_SCT_MAINT].money -= cost;
- if (!player->simulation)
- np->nat_money -= cost;
+ budget->money -= cost;
+ }
+
+ if (sp->sct_off || budget->money < 0) {
+ sp->sct_avail = 0;
+ bp_set_from_sect(bp, sp);
+ continue;
}
if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
- np->nat_money >= 0) {
- cost = roundavg(buildeff(sp));
+ budget->money >= 0) {
+ cost = buildeff(sp);
budget->bm[BUDG_SCT_BUILD].count++;
budget->bm[BUDG_SCT_BUILD].money -= cost;
- if (!player->simulation)
- np->nat_money -= cost;
+ budget->money -= cost;
}
if (sp->sct_type == SCT_ENLIST && sp->sct_effic >= 60 &&
sp->sct_own == sp->sct_oldown) {
- budget->prod[sp->sct_type].count
- += enlist(sp->sct_item, etu, &ecost);
- budget->prod[sp->sct_type].money -= ecost;
- if (!player->simulation)
- np->nat_money -= ecost;
+ enlist(np, sp->sct_item, etu);
}
/*
*/
if (sp->sct_effic >= 60) {
- if (np->nat_money >= 0 && dchr[sp->sct_type].d_prd >= 0)
- amount = produce(np, sp, &pcost);
+ if (budget->money >= 0 && dchr[sp->sct_type].d_prd >= 0)
+ produce(np, sp);
}
bp_set_from_sect(bp, sp);
- budget->prod[sp->sct_type].count += amount;
- budget->prod[sp->sct_type].money -= pcost;
- if (!player->simulation)
- np->nat_money -= pcost;
}
}