/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
#include <config.h>
-#include "misc.h"
-#include "sect.h"
-#include "nat.h"
+#include "budg.h"
#include "item.h"
-#include "file.h"
-#include "xy.h"
+#include "land.h"
+#include "lost.h"
#include "path.h"
-#include "product.h"
-#include "optlist.h"
-#include "budg.h"
#include "player.h"
-#include "land.h"
+#include "product.h"
#include "ship.h"
#include "update.h"
-#include "subs.h"
-#include "common.h"
-#include "lost.h"
-#include "gen.h"
/*
* Increase sector efficiency if old type == new type.
*cost += work_cost;
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;
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;
- neweff += work_cost;
- *cost += work_cost * dchr[*desig].d_build;
- buildeff_work -= work_cost;
+ 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 ((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;
- }
+ 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;
}
}
*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;
}
/*
- * 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 (*p_sect)[2],
- int sector_type)
+produce_sect(int natnum, int etu, struct bp *bp, long p_sect[][2])
{
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;
+
+ np = getnatp(natnum);
if ((sp->sct_type == SCT_CAPIT) && (sp->sct_effic > 60)) {
p_sect[SCT_CAPIT][0]++;
p_sect[SCT_CAPIT][1] += etu;
+ if (!player->simulation)
+ np->nat_money -= etu;
}
if (player->simulation) {
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.
+ * 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;
+ 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;
- 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);
- }
+ if (sp->sct_off || np->nat_money < 0)
continue;
- }
neweff = sp->sct_effic;
amount = 0;
desig = sp->sct_type;
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) {
}
}
- 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 &&
sp->sct_own == sp->sct_oldown) {
p_sect[desig][0] += enlist(vec, etu, &ecost);
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;
}