/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
{
struct sctstr *sectp;
struct mchrstr *mp;
- int vec[I_MAX + 1];
u_short pstage, ptime;
int oil_gained;
int max_oil;
}
if (!player->simulation) {
- getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
sectp = getsectp(sp->shp_x, sp->shp_y);
if ((mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
/*
* 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];
+ oil_gained = roundavg(total_work(100, etus,
+ sp->shp_item[I_CIVIL],
+ sp->shp_item[I_MILIT],
+ sp->shp_item[I_UW])
+ * (double)sp->shp_effic / 100.0
+ * (double)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];
+ sp->shp_item[I_OIL] += oil_gained;
if (product->p_nrdep != 0 && oil_gained > 0) {
resource = ((s_char *)sectp) + product->p_nrndx;
*resource -= roundavg(oil_gained *
}
}
if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
- vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
- * sectp->sct_fertil;
+ 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])
+ * (double)sp->shp_effic / 100.0
+ * (double)sectp->sct_fertil / 100.0
+ * prod_eff(product, sp->shp_tech));
}
- if ((n = feed_ship(sp, vec, etus, &needed, 1)) > 0) {
+ if ((n = feed_ship(sp, 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);
}
- 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.
pstage = sp->shp_pstage;
ptime = sp->shp_ptime;
if (pstage != PLG_HEALTHY) {
- n = plague_people(np, vec, &pstage, &ptime, etus);
+ n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
switch (n) {
case PLG_DYING:
wu(0, sp->shp_own,
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];
}
}
}
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 = ship->shp_item[I_MILIT];
- } else {
- abs_max = vl_find(V_CIVIL, mp->m_vtype,
- mp->m_vamt, (int)mp->m_nv);
- amt = ship->shp_item[I_CIVIL];
- if (abs_max == 0) {
- abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt,
- (int)mp->m_nv);
- amt = ship->shp_item[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;
- }
- }
+ w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
return 1;
* returns the number who starved, if any.
*/
int
-feed_ship(struct shpstr *sp, register int *vec, int etus, int *needed,
- int doit)
+feed_ship(struct shpstr *sp, int etus, int *needed, int doit)
{
double food_eaten, land_eaten;
int ifood_eaten;
if (opt_NOFOOD)
return 0; /* no food no work to do */
- total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
+ total_people
+ = sp->shp_item[I_CIVIL] + sp->shp_item[I_MILIT] + sp->shp_item[I_UW];
food_eaten = etus * eatrate * total_people;
ifood_eaten = (int)food_eaten;
if (food_eaten - ifood_eaten > 0)
ifood_eaten++;
starved = 0;
*needed = 0;
- if (!player->simulation && ifood_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 (!player->simulation && ifood_eaten > sp->shp_item[I_FOOD])
+ sp->shp_item[I_FOOD]
+ += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
+ I_FOOD, ifood_eaten - sp->shp_item[I_FOOD]);
/* doit - only steal food from land units during the update */
- if (ifood_eaten > vec[I_FOOD] && sp->shp_nland > 0 && doit) {
+ if (ifood_eaten > sp->shp_item[I_FOOD] && sp->shp_nland > 0 && doit) {
snxtitem_all(&ni, EF_LAND);
while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) &&
- ifood_eaten > vec[I_FOOD]) {
+ ifood_eaten > sp->shp_item[I_FOOD]) {
if (lp->lnd_ship != sp->shp_uid)
continue;
- need = ifood_eaten - vec[I_FOOD];
+ need = ifood_eaten - sp->shp_item[I_FOOD];
land_eaten = etus * eatrate * lnd_getmil(lp);
if (lp->lnd_item[I_FOOD] - need > land_eaten) {
- vec[I_FOOD] += need;
+ sp->shp_item[I_FOOD] += need;
lp->lnd_item[I_FOOD] -= need;
} else if (lp->lnd_item[I_FOOD] - land_eaten > 0) {
- vec[I_FOOD] += lp->lnd_item[I_FOOD] - land_eaten;
+ sp->shp_item[I_FOOD] += lp->lnd_item[I_FOOD] - land_eaten;
lp->lnd_item[I_FOOD] -= lp->lnd_item[I_FOOD] - land_eaten;
}
}
}
- if (ifood_eaten > vec[I_FOOD]) {
- *needed = ifood_eaten - vec[I_FOOD];
- can_eat = vec[I_FOOD] / (etus * eatrate);
+ if (ifood_eaten > sp->shp_item[I_FOOD]) {
+ *needed = ifood_eaten - sp->shp_item[I_FOOD];
+ can_eat = sp->shp_item[I_FOOD] / (etus * eatrate);
/* 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]) {
+ while (to_starve && sp->shp_item[I_UW]) {
to_starve--;
starved++;
- vec[I_UW]--;
+ sp->shp_item[I_UW]--;
}
- while (to_starve && vec[I_CIVIL]) {
+ while (to_starve && sp->shp_item[I_CIVIL]) {
to_starve--;
starved++;
- vec[I_CIVIL]--;
+ sp->shp_item[I_CIVIL]--;
}
- while (to_starve && vec[I_MILIT]) {
+ while (to_starve && sp->shp_item[I_MILIT]) {
to_starve--;
starved++;
- vec[I_MILIT]--;
+ sp->shp_item[I_MILIT]--;
}
- vec[I_FOOD] = 0;
+ sp->shp_item[I_FOOD] = 0;
} else {
- vec[I_FOOD] -= (int)food_eaten;
+ sp->shp_item[I_FOOD] -= (int)food_eaten;
}
return starved;
}