/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2006, 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.
*
* ---
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
+ * Ron Koenderink, 2004
+ * Markus Armbruster, 2006
*/
+#include <config.h>
+
+#include <math.h>
#include "misc.h"
-#include "var.h"
+#include "plague.h"
#include "sect.h"
#include "nat.h"
#include "ship.h"
-#include "var.h"
#include "news.h"
#include "file.h"
#include "product.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 void shiprepair(struct shpstr *, struct natstr *, int *, int);
+static void upd_ship(struct shpstr *, int, struct natstr *, int *, int);
+static int feed_ship(struct shpstr *, int);
int
prod_ship(int etus, int natnum, int *bp, int build)
- /* build = 1, maintain = 0 */
+ /* build = 1, maintain = 0 */
{
- register struct shpstr *sp;
- struct natstr *np;
- int n, k=0;
- extern long sea_money[MAXNOC];
- 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;
- 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, n, 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))
- k++;
- if (player->simulation)
- np->nat_money = start_money;
+ 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;
}
- bp_disable_cachepath();
- bp_clear_cachepath();
- if (opt_SAIL) {
- if (build && !player->simulation) /* make sure to only sail once */
- sail_ship(natnum);
+ np = getnatp(sp->shp_own);
+ 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();
}
- return k;
+ start_money = np->nat_money;
+ 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)
+ 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 */
+ sail_ship(natnum);
+ }
+ return k;
}
-void
-upd_ship(register struct shpstr *sp, int shipno, register int etus, struct natstr *np, int *bp, int build)
- /* build = 1, maintain = 0 */
+static void
+upd_ship(struct shpstr *sp, int etus,
+ struct natstr *np, int *bp, int build)
+ /* build = 1, maintain = 0 */
{
- extern long pops[];
- struct sctstr *sectp;
- struct mchrstr *mp;
- int vec[I_MAX+1];
- int cvec[I_MAX+1];
- int oil_gained;
- int max_oil;
- int max_food;
- struct pchrstr *product;
- s_char *resource;
- int n;
- int mult;
- extern double money_ship;
- 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;
- }
- }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){
- 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);
- sp->shp_own = 0;
- return;
- }
- wu(0, sp->shp_own,
- "%s lost %d%% to lack of maintenance\n",
- prship(sp), sp->shp_effic - eff);
- sp->shp_effic = eff;
- } else {
- np->nat_money -= cost;
- }
+ struct sctstr *sectp;
+ struct mchrstr *mp;
+ int pstage, ptime;
+ int oil_gained;
+ int max_oil;
+ int max_food;
+ struct pchrstr *product;
+ unsigned char *resource;
+ int dep;
+ int n;
+ int mult;
+ int cost;
+ int eff;
+
+ mp = &mchr[(int)sp->shp_type];
+ if (build == 1) {
+ if (np->nat_money >= 0)
+ shiprepair(sp, np, bp, etus);
+ } else {
+ mult = 1;
+ if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
+ mult = 2;
+ 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);
+ sp->shp_own = 0;
+ return;
+ }
+ wu(0, sp->shp_own,
+ "%s lost %d%% to lack of maintenance\n",
+ prship(sp), sp->shp_effic - eff);
+ sp->shp_effic = eff;
+ } else {
+ 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);
- }
- } else 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;
+ if (!player->simulation) {
+ sectp = getsectp(sp->shp_x, sp->shp_y);
+
+ /* produce oil */
+ if ((mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
+ product = &pchr[P_OIL];
+ 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(product, 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;
}
-/* 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) {
- 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);
+ sp->shp_item[I_OIL] += oil_gained;
+ }
+ /* produce fish */
+ if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
+ product = &pchr[P_FOOD];
+ 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(product, 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 = 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.
+ */
+ 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,
+ "PLAGUE deaths reported on %s\n", prship(sp));
+ nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
+ break;
+ case PLG_INFECT:
+ wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
+ break;
+ case PLG_INCUBATE:
+ /* Are we still incubating? */
+ if (n == pstage) {
+ /* Yes. Will it turn "infectious" next time? */
+ if (ptime <= etus) {
+ /* Yes. Report an outbreak. */
+ wu(0, sp->shp_own,
+ "Outbreak of PLAGUE on %s!\n", prship(sp));
+ nreport(sp->shp_own, N_OUT_PLAGUE, 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;
- /*
- * 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);
- switch (n) {
- case PLG_DYING:
- wu(0, sp->shp_own,
- "PLAGUE deaths reported on %s\n",
- prship(sp));
- nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
- break;
- case PLG_INFECT:
- wu(0, sp->shp_own, "%s battling PLAGUE\n",
- prship(sp));
- break;
- case PLG_INCUBATE:
- /* Are we still incubating? */
- if (n == cvec[C_PSTAGE]) {
- /* Yes. Will it turn "infectious" next time? */
- if (cvec[C_PTIME] <= etus) {
- /* Yes. Report an outbreak. */
- wu(0, sp->shp_own,
- "Outbreak of PLAGUE on %s!\n",
- prship(sp));
- nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
- }
- } else {
- /* It has already moved on to "infectious" */
- wu(0, sp->shp_own,
- "%s battling PLAGUE\n", prship(sp));
- }
- break;
- case PLG_EXPOSED:
- /* Has the plague moved to "incubation" yet? */
- if (n != cvec[C_PSTAGE]) {
- /* Yes. Will it turn "infectious" next time? */
- if (cvec[C_PTIME] <= etus) {
- /* Yes. Report an outbreak. */
- wu(0, sp->shp_own,
- "Outbreak of PLAGUE on %s!\n",
- prship(sp));
- nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
- }
- }
- break;
- default:
- break;
- }
-
- putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
+ } else {
+ /* It has already moved on to "infectious" */
+ wu(0, sp->shp_own,
+ "%s battling PLAGUE\n", prship(sp));
+ }
+ break;
+ case PLG_EXPOSED:
+ /* Has the plague moved to "incubation" yet? */
+ if (n != pstage) {
+ /* Yes. Will it turn "infectious" next time? */
+ if (ptime <= etus) {
+ /* Yes. Report an outbreak. */
+ wu(0, sp->shp_own,
+ "Outbreak of PLAGUE on %s!\n", prship(sp));
+ nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
}
- putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
- pops[sp->shp_own] += vec[I_CIVIL];
+ }
+ break;
+ default:
+ break;
}
+
+ sp->shp_pstage = pstage;
+ sp->shp_ptime = ptime;
+ }
+ pops[sp->shp_own] += sp->shp_item[I_CIVIL];
}
+ }
}
/*
* battleships +8 % eff each etu. This will cost around
* 8 * 8 * $40 = $2560!
*/
-int
-shiprepair(register struct shpstr *ship, int *vec, struct natstr *np, int *bp, int etus)
+static void
+shiprepair(struct shpstr *ship, struct natstr *np, int *bp, int etus)
{
- extern int ship_grow_scale;
- register int delta;
- struct sctstr *sp;
- struct mchrstr *mp;
- float leftp, buildp;
- int left, build;
- int lcm_needed, hcm_needed;
- 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;
- }
-
- wf = 0;
- /* only military can work on a military boat */
- if (ship->shp_glim > 0)
- wf = etus * vec[I_MILIT]/2;
+ int delta;
+ struct sctstr *sp;
+ struct mchrstr *mp;
+ float leftp, buildp;
+ int left, build;
+ int lcm_needed, hcm_needed;
+ int wf;
+ int avail;
+ int w_p_eff;
+ int mult;
+ 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;
+ }
+
+ wf = 0;
+ /* only military can work on a military boat */
+ if (ship->shp_glim > 0)
+ wf = etus * ship->shp_item[I_MILIT] / 2;
+ else
+ wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
+
+ if (sp->sct_type != SCT_HARBR) {
+ wf /= 3;
+ avail = wf;
+ } else {
+ if (!player->simulation)
+ avail = wf + sp->sct_avail * 100;
else
- wf = etus * (vec[I_CIVIL]/2 + vec[I_MILIT]/5);
-
- if (sp->sct_type != SCT_HARBR){
- wf /= 3;
- avail = wf;
- }else{
- 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 */
- }
-
- if (avail <= 0){
- if (!player->simulation) {
- if (opt_SHIP_DECAY) {
- ship->shp_effic += avail/w_p_eff;
- }
- return 1;
- }
- }
-
- if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
- return 1;
-
- getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
-
- mult = 1;
- if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
- mult = 2;
-
- if (ship->shp_effic == 100) {
- /* ship is ok; no repairs needed */
- return 1;
+ avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
+ }
+
+ w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
+
+ if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
+ return;
+
+ mult = 1;
+ if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
+ mult = 2;
+
+ if (ship->shp_effic == 100) {
+ /* ship is ok; no repairs needed */
+ return;
+ }
+
+ left = 100 - ship->shp_effic;
+ delta = roundavg((double)avail / w_p_eff);
+ if (delta <= 0)
+ return;
+ if (delta > (int)((float)etus * ship_grow_scale))
+ delta = (int)((float)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 = left / 100.0;
+ memset(mvec, 0, sizeof(mvec));
+ mvec[I_LCM] = lcm_needed = ldround(mp->m_lcm * leftp, 1);
+ mvec[I_HCM] = hcm_needed = ldround(mp->m_hcm * leftp, 1);
+ get_materials(sp, bp, mvec, 0);
+
+ buildp = leftp;
+ if (mvec[I_LCM] < lcm_needed)
+ buildp = MIN(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(buildp * 100.0, 1);
+ memset(mvec, 0, sizeof(mvec));
+ mvec[I_LCM] = roundavg(mp->m_lcm * buildp);
+ mvec[I_HCM] = roundavg(mp->m_hcm * buildp);
+ get_materials(sp, bp, mvec, 1);
+
+ if (sp->sct_type != SCT_HARBR)
+ build = delta;
+ wf -= build * w_p_eff;
+ if (wf < 0) {
+ /*
+ * I didn't use roundavg here, because I want to penalize
+ * the player with a large number of ships.
+ */
+ if (!player->simulation)
+ avail = (sp->sct_avail * 100 + wf) / 100;
+ else
+ avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 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);
+ }
+ if (sp->sct_type != SCT_HARBR)
+ if ((build + ship->shp_effic) > 80) {
+ build = 80 - ship->shp_effic;
+ if (build < 0)
+ build = 0;
}
- 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);
- bzero((s_char *)mvec, 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);
-
- 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);
- bzero((s_char *)mvec, 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);
-
- if (sp->sct_type != SCT_HARBR)
- build = delta;
- wf -= build * w_p_eff;
- if (wf < 0) {
- /*
- * I didn't use roundavg here, because I want to penalize
- * the player with a large number of ships.
- */
- if (!player->simulation)
- avail = (sp->sct_avail * 100 + wf) / 100;
- else
- avail = (gt_bg_nmbr(bp,sp,I_MAX+1) * 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);
- }
- if (sp->sct_type != SCT_HARBR)
- if ((build+ship->shp_effic)>80){
- build = 80 - ship->shp_effic;
- if (build < 0)
- build = 0;
- }
-
- np->nat_money -= mult * mp->m_cost * build / 100.0;
- if (!player->simulation)
- ship->shp_effic += (s_char)build;
- return 1;
+ np->nat_money -= mult * mp->m_cost * build / 100.0;
+ if (!player->simulation)
+ 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)
{
- extern double eatrate;
- 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];
- struct nstr_item ni;
- struct lndstr *lp;
- s_char *nxtitemp(struct nstr_item *np, int owner);
-
- 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);
- }
- }
+ int needed, take;
+ double give;
+ struct nstr_item ni;
+ struct lndstr *lp;
+
+ if (opt_NOFOOD)
+ return 0;
+
+ needed = (int)ceil(food_needed(sp->shp_item, etus));
+
+ /* scrounge */
+ if (needed > sp->shp_item[I_FOOD])
+ sp->shp_item[I_FOOD] += supply_commod(sp->shp_own,
+ sp->shp_x, sp->shp_y, I_FOOD,
+ needed - sp->shp_item[I_FOOD]);
+ if (needed > sp->shp_item[I_FOOD]) {
+ /* take from embarked land units, but don't starve them */
+ snxtitem_all(&ni, EF_LAND);
+ while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
+ if (lp->lnd_ship != sp->shp_uid)
+ continue;
+ 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);
}