/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2010, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * 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.
*
* ---
*
* ship.c: Do production for ships
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
+ * Ron Koenderink, 2004
+ * Markus Armbruster, 2006-2009
*/
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "nat.h"
-#include "ship.h"
-#include "var.h"
-#include "news.h"
-#include "file.h"
-#include "product.h"
+#include <config.h>
+
+#include <math.h>
+#include "budg.h"
#include "land.h"
-#include "xy.h"
-#include "nsc.h"
-#include "optlist.h"
+#include "lost.h"
+#include "news.h"
+#include "plague.h"
#include "player.h"
+#include "product.h"
+#include "ship.h"
#include "update.h"
-#include "common.h"
-#include "subs.h"
-#include "gen.h"
-#include "lost.h"
-#include "budg.h"
-
-#ifndef MIN
-#define MIN(x,y) ((x) > (y) ? (y) : (x))
-#endif
-static int shiprepair(register struct shpstr *, int *, struct natstr *,
- int *, int);
-static void upd_ship(register struct shpstr *, register int,
- struct natstr *, int *, int);
+static void shiprepair(struct shpstr *, struct natstr *, struct bp *, int);
+static void upd_ship(struct shpstr *, int, struct natstr *, struct bp *, int);
+static int feed_ship(struct shpstr *, int);
int
-prod_ship(int etus, int natnum, int *bp, int build)
+prod_ship(int etus, int natnum, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
- register struct shpstr *sp;
+ struct shpstr *sp;
struct natstr *np;
int n, k = 0;
int start_money;
- int lastx = 9999, lasty = 9999;
- bp_enable_cachepath();
for (n = 0; NULL != (sp = getshipp(n)); n++) {
if (sp->shp_own == 0)
continue;
if (sp->shp_own != natnum)
continue;
+ if (sp->shp_effic < SHIP_MINEFF) {
+ makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
+ sp->shp_x, sp->shp_y);
+ sp->shp_own = 0;
+ continue;
+ }
+
np = getnatp(sp->shp_own);
start_money = np->nat_money;
- if (lastx == 9999 || lasty == 9999) {
- lastx = sp->shp_x;
- lasty = sp->shp_y;
- }
- if (lastx != sp->shp_x || lasty != sp->shp_y) {
- /* Reset the cache */
- bp_disable_cachepath();
- bp_clear_cachepath();
- bp_enable_cachepath();
- }
upd_ship(sp, etus, np, bp, build);
if (build && !player->simulation) /* make sure to only autonav once */
nav_ship(sp); /* autonav the ship */
sea_money[sp->shp_own] += np->nat_money - start_money;
- if ((build && (np->nat_money != start_money)) || (!build))
+ if (!build || np->nat_money != start_money)
k++;
if (player->simulation)
np->nat_money = start_money;
}
- bp_disable_cachepath();
- bp_clear_cachepath();
if (opt_SAIL) {
if (build && !player->simulation) /* make sure to only sail once */
}
static void
-upd_ship(register struct shpstr *sp, register int etus,
- struct natstr *np, int *bp, int build)
+upd_ship(struct shpstr *sp, int etus,
+ struct natstr *np, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
struct sctstr *sectp;
struct mchrstr *mp;
- int vec[I_MAX + 1];
- int cvec[I_MAX + 1];
+ int pstage, ptime;
int oil_gained;
int max_oil;
int max_food;
struct pchrstr *product;
- s_char *resource;
+ unsigned char *resource;
+ int dep;
int n;
int mult;
- int needed;
int cost;
int eff;
mp = &mchr[(int)sp->shp_type];
- getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
if (build == 1) {
- if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
- return;
- if (sp->shp_effic < SHIP_MINEFF ||
- !shiprepair(sp, vec, np, bp, etus)) {
- makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
- sp->shp_y);
- sp->shp_own = 0;
- return;
- }
+ if (!sp->shp_off && np->nat_money >= 0)
+ shiprepair(sp, np, bp, etus);
+ if (!player->simulation)
+ sp->shp_off = 0;
} else {
mult = 1;
if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
mult = 2;
- cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
- if ((np->nat_priorities[PRI_SMAINT] == 0 ||
- np->nat_money < cost) && !player->simulation) {
+ cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
+ if (np->nat_money < cost && !player->simulation) {
if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
wu(0, sp->shp_own,
"%s lost to lack of maintenance\n", prship(sp));
- makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
- sp->shp_y);
+ makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
+ sp->shp_x, sp->shp_y);
sp->shp_own = 0;
return;
}
np->nat_money -= cost;
}
- sectp = getsectp(sp->shp_x, sp->shp_y);
- if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER))
- && !player->simulation) {
- /*
- * take care of oil production
- */
- oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0)
- * sectp->sct_oil);
- vec[I_OIL] += oil_gained;
- max_oil = vl_find(V_OIL, mp->m_vtype, mp->m_vamt, mp->m_nv);
- if (vec[I_OIL] > max_oil)
- vec[I_OIL] = max_oil;
- product = &pchr[P_OIL];
- if (product->p_nrdep != 0 && oil_gained > 0) {
- resource = ((s_char *)sectp) + product->p_nrndx;
- *resource -= roundavg(oil_gained *
- product->p_nrdep / 100.0);
- }
- }
- if (((mp->m_flags & M_FOOD) && (sectp->sct_type == SCT_WATER))
- && !player->simulation) {
- sectp = getsectp(sp->shp_x, sp->shp_y);
- vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
- * sectp->sct_fertil;
- }
-/* Military costs are now part of regular military costs, not ship costs */
-/* np->nat_money += (int) (etus * vec[I_MILIT] * money_mil);*/
if (!player->simulation) {
- if ((n = feed_ship(sp, vec, etus, &needed, 1)) > 0) {
+ sectp = getsectp(sp->shp_x, sp->shp_y);
+
+ /* produce oil */
+ if (np->nat_money >= 0
+ && (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
+ product = &pchr[dchr[SCT_OIL].d_prd];
+ oil_gained = roundavg(total_work(100, etus,
+ sp->shp_item[I_CIVIL],
+ sp->shp_item[I_MILIT],
+ sp->shp_item[I_UW],
+ ITEM_MAX)
+ * sp->shp_effic / 100.0
+ * sectp->sct_oil / 100.0
+ * prod_eff(SCT_OIL, sp->shp_tech));
+ max_oil = mp->m_item[I_OIL];
+ if (sp->shp_item[I_OIL] + oil_gained > max_oil)
+ oil_gained = max_oil - sp->shp_item[I_OIL];
+ if (product->p_nrdep != 0 && oil_gained > 0) {
+ resource = (unsigned char *)sectp + product->p_nrndx;
+ if (*resource * 100 < product->p_nrdep * oil_gained)
+ oil_gained = *resource * 100 / product->p_nrdep;
+ dep = roundavg(oil_gained * product->p_nrdep / 100.0);
+ if (CANT_HAPPEN(dep > *resource))
+ dep = *resource;
+ *resource -= dep;
+ }
+ sp->shp_item[I_OIL] += oil_gained;
+ }
+ /* produce fish */
+ if (np->nat_money >= 0
+ && (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
+ sp->shp_item[I_FOOD]
+ += roundavg(total_work(100, etus,
+ sp->shp_item[I_CIVIL],
+ sp->shp_item[I_MILIT],
+ sp->shp_item[I_UW],
+ ITEM_MAX)
+ * sp->shp_effic / 100.0
+ * sectp->sct_fertil / 100.0
+ * prod_eff(SCT_AGRI, sp->shp_tech));
+ }
+ /* feed */
+ if ((n = feed_ship(sp, etus)) > 0) {
wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
if (n > 10)
nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
}
- max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
- if (vec[I_FOOD] > max_food)
- vec[I_FOOD] = max_food;
+ max_food = mp->m_item[I_FOOD];
+ if (sp->shp_item[I_FOOD] > max_food)
+ sp->shp_item[I_FOOD] = max_food;
/*
* do plague stuff. plague can't break out on ships,
* but it can still kill people.
*/
- getvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
- if (cvec[C_PSTAGE] > 0) {
- n = plague_people(np, vec, cvec, etus);
+ pstage = sp->shp_pstage;
+ ptime = sp->shp_ptime;
+ if (pstage != PLG_HEALTHY) {
+ n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
switch (n) {
case PLG_DYING:
wu(0, sp->shp_own,
break;
case PLG_INCUBATE:
/* Are we still incubating? */
- if (n == cvec[C_PSTAGE]) {
+ if (n == pstage) {
/* Yes. Will it turn "infectious" next time? */
- if (cvec[C_PTIME] <= etus) {
+ if (ptime <= etus) {
/* Yes. Report an outbreak. */
wu(0, sp->shp_own,
"Outbreak of PLAGUE on %s!\n", prship(sp));
break;
case PLG_EXPOSED:
/* Has the plague moved to "incubation" yet? */
- if (n != cvec[C_PSTAGE]) {
+ if (n != pstage) {
/* Yes. Will it turn "infectious" next time? */
- if (cvec[C_PTIME] <= etus) {
+ if (ptime <= etus) {
/* Yes. Report an outbreak. */
wu(0, sp->shp_own,
"Outbreak of PLAGUE on %s!\n", prship(sp));
break;
}
- putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
+ sp->shp_pstage = pstage;
+ sp->shp_ptime = ptime;
}
- putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
- pops[sp->shp_own] += vec[I_CIVIL];
+ pops[sp->shp_own] += sp->shp_item[I_CIVIL];
}
}
}
* battleships +8 % eff each etu. This will cost around
* 8 * 8 * $40 = $2560!
*/
-static int
-shiprepair(register struct shpstr *ship, int *vec, struct natstr *np,
- int *bp, int etus)
+static void
+shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
{
- register int delta;
+ int delta;
struct sctstr *sp;
struct mchrstr *mp;
- float leftp, buildp;
- int left, build;
- int lcm_needed, hcm_needed;
+ int build;
int wf;
int avail;
int w_p_eff;
int mult;
- int svec[I_MAX + 1];
int mvec[I_MAX + 1];
- int rel;
mp = &mchr[(int)ship->shp_type];
sp = getsectp(ship->shp_x, ship->shp_y);
- if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
- rel = getrel(getnatp(sp->sct_own), ship->shp_own);
-
- if (rel < FRIENDLY)
- return 1;
- }
+ if (sp->sct_own != 0
+ && relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
+ return;
- wf = 0;
/* only military can work on a military boat */
- if (ship->shp_glim > 0)
- wf = etus * vec[I_MILIT] / 2;
+ if (mp->m_glim != 0)
+ wf = etus * ship->shp_item[I_MILIT] / 2;
else
- wf = etus * (vec[I_CIVIL] / 2 + vec[I_MILIT] / 5);
+ wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
if (sp->sct_type != SCT_HARBR) {
wf /= 3;
if (!player->simulation)
avail = wf + sp->sct_avail * 100;
else
- avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
- }
-
- w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
-
- if (sp->sct_type != SCT_HARBR) {
- int abs_max, amt;
-
- if (ship->shp_glim > 0) {
- abs_max = vl_find(V_MILIT, mp->m_vtype,
- mp->m_vamt, (int)mp->m_nv);
- amt = vec[I_MILIT];
- } else {
- abs_max = vl_find(V_CIVIL, mp->m_vtype,
- mp->m_vamt, (int)mp->m_nv);
- amt = vec[I_CIVIL];
- if (abs_max == 0) {
- abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt,
- (int)mp->m_nv);
- amt = vec[I_MILIT];
- }
- }
-
- if (abs_max == 0) {
- logerror("Abs max of 0 for ship %d\n", ship->shp_uid);
- abs_max = 1;
- }
- avail -= (etus * (100 - ((amt * 100) / abs_max))) / 7;
- /* think of it as entropy in action */
+ avail = wf + bp_get_avail(bp, sp) * 100;
}
- if (avail <= 0) {
- if (!player->simulation) {
- if (opt_SHIP_DECAY) {
- ship->shp_effic += avail / w_p_eff;
- }
- return 1;
- }
- }
+ w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
- return 1;
-
- getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
+ return;
mult = 1;
if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
if (ship->shp_effic == 100) {
/* ship is ok; no repairs needed */
- return 1;
+ return;
}
- left = 100 - ship->shp_effic;
delta = roundavg((double)avail / w_p_eff);
if (delta <= 0)
- return 1;
- if (delta > etus * ship_grow_scale)
- delta = etus * ship_grow_scale;
- if (delta > left)
- delta = left;
-
- /* delta is the max amount we can grow */
-
- left = 100 - ship->shp_effic;
- if (left > delta)
- left = delta;
-
- leftp = ((float)left / 100.0);
- memset(mvec, 0, sizeof(mvec));
- mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp), 1);
- mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1);
-
- get_materials(sp, bp, mvec, 0);
+ return;
+ if (delta > (int)((float)etus * ship_grow_scale))
+ delta = (int)((float)etus * ship_grow_scale);
+ if (delta > 100 - ship->shp_effic)
+ delta = 100 - ship->shp_effic;
- if (mvec[I_LCM] >= lcm_needed)
- buildp = leftp;
- else
- buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
- if (mvec[I_HCM] < hcm_needed)
- buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
-
- build = ldround((double)(buildp * 100.0), 1);
memset(mvec, 0, sizeof(mvec));
- mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
- mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
-
- get_materials(sp, bp, mvec, 1);
+ mvec[I_LCM] = mp->m_lcm;
+ mvec[I_HCM] = mp->m_hcm;
+ build = get_materials(sp, bp, mvec, delta);
if (sp->sct_type != SCT_HARBR)
build = delta;
+
wf -= build * w_p_eff;
if (wf < 0) {
/*
if (!player->simulation)
avail = (sp->sct_avail * 100 + wf) / 100;
else
- avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
+ avail = (bp_get_avail(bp, sp) * 100 + wf) / 100;
if (avail < 0)
avail = 0;
if (!player->simulation)
sp->sct_avail = avail;
else
- pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
+ bp_put_avail(bp, sp, avail);
}
if (sp->sct_type != SCT_HARBR)
if ((build + ship->shp_effic) > 80) {
np->nat_money -= mult * mp->m_cost * build / 100.0;
if (!player->simulation)
- ship->shp_effic += (s_char)build;
- return 1;
+ ship->shp_effic += (signed char)build;
}
/*
* returns the number who starved, if any.
*/
-int
-feed_ship(struct shpstr *sp, register int *vec, int etus, int *needed,
- int doit)
+static int
+feed_ship(struct shpstr *sp, int etus)
{
- double food_eaten, land_eaten;
- double people_left;
- int ifood_eaten;
- int can_eat, need;
- int total_people;
- int to_starve;
- int starved, lvec[I_MAX + 1];
+ int needed, take;
+ double give;
struct nstr_item ni;
struct lndstr *lp;
if (opt_NOFOOD)
- return 0; /* no food no work to do */
-
- food_eaten =
- (etus * eatrate) * (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]);
- ifood_eaten = (int)food_eaten;
- if ((food_eaten - ifood_eaten) > 0)
- ifood_eaten++;
- starved = 0;
- *needed = 0;
- if (!player->simulation && food_eaten > vec[I_FOOD])
- vec[I_FOOD] += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
- I_FOOD, (ifood_eaten - vec[I_FOOD]));
-
- if (food_eaten > vec[I_FOOD]) {
-/* doit - only steal food from land units during the update */
- if (sp->shp_nland > 0 && doit) {
- snxtitem_all(&ni, EF_LAND);
- while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) &&
- (food_eaten > vec[I_FOOD])) {
- if (lp->lnd_ship != sp->shp_uid)
- continue;
- need = ifood_eaten - vec[I_FOOD];
- getvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
- land_eaten = (etus * eatrate) * (double)lnd_getmil(lp);
- if (lvec[I_FOOD] - need > land_eaten) {
- vec[I_FOOD] += need;
- lvec[I_FOOD] -= need;
- } else if ((lvec[I_FOOD] - land_eaten) > 0) {
- vec[I_FOOD] += (lvec[I_FOOD] - land_eaten);
- lvec[I_FOOD] -= (lvec[I_FOOD] - land_eaten);
- }
- putvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
- }
+ return 0;
+
+ needed = (int)ceil(food_needed(sp->shp_item, etus));
+
+ /* scrounge */
+ if (needed > sp->shp_item[I_FOOD]) {
+ /* take from embarked land units, but don't starve them */
+ snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
+ while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
+ give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
+ if (give < 1.0)
+ continue;
+ take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
+ sp->shp_item[I_FOOD] += take;
+ lp->lnd_item[I_FOOD] -= take;
}
}
- if (food_eaten > vec[I_FOOD]) {
- *needed = food_eaten - vec[I_FOOD];
- if (*needed < (food_eaten - vec[I_FOOD]))
- (*needed)++;
- if (opt_NEW_STARVE) {
- can_eat = (vec[I_FOOD] / (etus * eatrate));
- total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
-
- /* only want to starve off at most 1/2 the populace. */
- if (can_eat < (total_people / 2))
- can_eat = total_people / 2;
-
- to_starve = total_people - can_eat;
- while (to_starve && vec[I_UW]) {
- to_starve--;
- starved++;
- vec[I_UW]--;
- }
- while (to_starve && vec[I_CIVIL]) {
- to_starve--;
- starved++;
- vec[I_CIVIL]--;
- }
- while (to_starve && vec[I_MILIT]) {
- to_starve--;
- starved++;
- vec[I_MILIT]--;
- }
-
- vec[I_FOOD] = 0;
- } else { /* ! opt_NEW_STARVE */
- people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
- starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
- /* only want to starve off at most 1/2 the populace. */
- if (people_left < 0.5)
- people_left = 0.5;
- vec[I_CIVIL] = (int)(vec[I_CIVIL] * people_left);
- vec[I_MILIT] = (int)(vec[I_MILIT] * people_left);
- vec[I_UW] = (int)(vec[I_UW] * people_left);
- starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
- vec[I_FOOD] = 0;
- }
- } else {
- vec[I_FOOD] -= (int)food_eaten;
- }
- return starved;
+ return feed_people(sp->shp_item, etus);
}