/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2018, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* ---
*
* ship.c: Do production for ships
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
* Ron Koenderink, 2004
- * Markus Armbruster, 2006
+ * Markus Armbruster, 2006-2016
*/
#include <config.h>
#include <math.h>
-#include "misc.h"
-#include "plague.h"
-#include "sect.h"
+#include "chance.h"
+#include "land.h"
+#include "lost.h"
#include "nat.h"
-#include "ship.h"
#include "news.h"
-#include "file.h"
-#include "product.h"
-#include "land.h"
-#include "xy.h"
-#include "nsc.h"
#include "optlist.h"
+#include "plague.h"
#include "player.h"
+#include "product.h"
+#include "prototypes.h"
+#include "ship.h"
#include "update.h"
-#include "common.h"
-#include "subs.h"
-#include "gen.h"
-#include "lost.h"
-#include "budg.h"
-static void shiprepair(struct shpstr *, struct natstr *, int *, int);
-static void upd_ship(struct shpstr *, int, struct natstr *, int *, int);
+static void upd_ship(struct shpstr *, int, struct bp *, int);
+static void plague_ship(struct shpstr *, int);
+static void shiprepair(struct shpstr *, struct natstr *, struct bp *,
+ int, struct budget *);
+static void ship_produce(struct shpstr *, int, struct budget *);
static int feed_ship(struct shpstr *, int);
-int
-prod_ship(int etus, int natnum, int *bp, int build)
- /* build = 1, maintain = 0 */
+void prep_ships(int etus, struct bp *bp)
{
+ int mil, i, n;
+ double mil_pay;
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++) {
+ for (i = 0; (sp = getshipp(i)); i++) {
if (sp->shp_own == 0)
continue;
- if (sp->shp_own != natnum)
- continue;
- if (sp->shp_effic < SHIP_MINEFF) {
+ if (CANT_HAPPEN(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);
- 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();
+ bp_consider_unit(bp, (struct empobj *)sp);
+ mil = sp->shp_item[I_MILIT];
+ mil_pay = mil * etus * money_mil;
+ nat_budget[sp->shp_own].mil.count += mil;
+ nat_budget[sp->shp_own].mil.money += mil_pay;
+ nat_budget[sp->shp_own].money += mil_pay;
+
+ if (!player->simulation) {
+ 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);
+ }
+ plague_ship(sp, etus);
}
- 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();
+}
+
+void
+prod_ship(int etus, struct bp *bp, int build)
+ /* build = 1, maintain = 0 */
+{
+ struct shpstr *sp;
+ int i;
- if (opt_SAIL) {
- if (build && !player->simulation) /* make sure to only sail once */
- sail_ship(natnum);
+ for (i = 0; (sp = getshipp(i)); i++) {
+ if (sp->shp_own == 0)
+ continue;
+ if (bp_skip_unit(bp, (struct empobj *)sp))
+ continue;
+ upd_ship(sp, etus, bp, build);
}
- return k;
}
static void
-upd_ship(struct shpstr *sp, int etus,
- struct natstr *np, int *bp, int build)
+upd_ship(struct shpstr *sp, int etus, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
- 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;
+ struct budget *budget = &nat_budget[sp->shp_own];
+ struct mchrstr *mp = &mchr[sp->shp_type];
+ struct natstr *np = getnatp(sp->shp_own);
+ int mult, eff_lost;
+ double cost;
- mp = &mchr[(int)sp->shp_type];
if (build == 1) {
- if (!sp->shp_off && np->nat_money >= 0)
- shiprepair(sp, np, bp, etus);
+ if (!sp->shp_off && budget->money >= 0)
+ shiprepair(sp, np, bp, etus, budget);
+ ship_produce(sp, etus, budget);
if (!player->simulation)
sp->shp_off = 0;
} else {
+ budget->oldowned_civs += sp->shp_item[I_CIVIL];
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;
+ budget->bm[BUDG_SHP_MAINT].count++;
+ cost = mult * etus * -money_ship * mp->m_cost;
+ if (budget->money < cost && !player->simulation) {
+ eff_lost = etus / 5;
+ if (sp->shp_effic - eff_lost < SHIP_MINEFF)
+ eff_lost = sp->shp_effic - SHIP_MINEFF;
+ if (eff_lost > 0) {
+ wu(0, sp->shp_own, "%s lost %d%% to lack of maintenance\n",
+ prship(sp), eff_lost);
+ sp->shp_effic -= eff_lost;
}
- 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;
+ budget->bm[BUDG_SHP_MAINT].money -= cost;
+ budget->money -= cost;
}
+ }
+}
- 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;
- }
- 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);
- }
- } 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);
- }
- }
- break;
- default:
- break;
- }
-
- sp->shp_pstage = pstage;
- sp->shp_ptime = ptime;
- }
- pops[sp->shp_own] += sp->shp_item[I_CIVIL];
- }
+static void
+plague_ship(struct shpstr *sp, int etus)
+{
+ struct natstr *np = getnatp(sp->shp_own);
+ int pstage, ptime;
+ int n;
+
+ /* 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);
+ if (n != PLG_HEALTHY)
+ plague_report(sp->shp_own, n, pstage, ptime, etus,
+ "on", prship(sp));
+ sp->shp_pstage = pstage;
+ sp->shp_ptime = ptime;
}
}
* 8 * 8 * $40 = $2560!
*/
static void
-shiprepair(struct shpstr *ship, struct natstr *np, int *bp, int etus)
+shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus,
+ struct budget *budget)
{
+ struct mchrstr *mp = &mchr[(int)ship->shp_type];
int delta;
- struct sctstr *sp;
- struct mchrstr *mp;
- float leftp, buildp;
- int left, build;
- int lcm_needed, hcm_needed;
+ struct sctstr *sp, scratch_sect;
+ int build;
int wf;
int avail;
- int w_p_eff;
int mult;
- int mvec[I_MAX + 1];
- int rel;
+ double cost;
+
+ if (ship->shp_effic == 100)
+ return;
- mp = &mchr[(int)ship->shp_type];
sp = getsectp(ship->shp_x, ship->shp_y);
+ if (sp->sct_off)
+ return;
- if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
- rel = getrel(getnatp(sp->sct_own), ship->shp_own);
+ if (sp->sct_own != 0
+ && relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
+ return;
- if (rel < FRIENDLY)
- return;
+ if (player->simulation) {
+ scratch_sect = *sp;
+ bp_to_sect(bp, &scratch_sect);
+ sp = &scratch_sect;
}
- wf = 0;
+ mult = 1;
+ if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
+ mult = 2;
+
/* only military can work on a military boat */
- if (ship->shp_glim > 0)
+ if (mp->m_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
- 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;
- }
+ } else
+ avail = wf + sp->sct_avail * 100;
- left = 100 - ship->shp_effic;
- delta = roundavg((double)avail / w_p_eff);
+ delta = avail / mp->m_bwork;
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);
+ if (delta > 100 - ship->shp_effic)
+ delta = 100 - ship->shp_effic;
- 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);
+ build = get_materials(sp, mp->m_mat, delta);
if (sp->sct_type != SCT_HARBR)
build = delta;
- wf -= build * w_p_eff;
+
+ wf -= build * mp->m_bwork;
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;
+ avail = roundavg((sp->sct_avail * 100 + wf) / 100.0);
if (avail < 0)
avail = 0;
- if (!player->simulation)
- sp->sct_avail = avail;
- else
- pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
+ sp->sct_avail = avail;
}
if (sp->sct_type != SCT_HARBR)
if ((build + ship->shp_effic) > 80) {
build = 0;
}
- np->nat_money -= mult * mp->m_cost * build / 100.0;
+ bp_set_from_sect(bp, sp);
+ cost = mult * mp->m_cost * build / 100.0;
+ budget->bm[BUDG_SHP_BUILD].count += !!build;
+ budget->bm[BUDG_SHP_BUILD].money -= cost;
+ budget->money -= cost;
if (!player->simulation)
ship->shp_effic += (signed char)build;
}
+static void
+ship_produce(struct shpstr *sp, int etus, struct budget *budget)
+{
+ struct mchrstr *mp = &mchr[sp->shp_type];
+ struct sctstr *sectp = getsectp(sp->shp_x, sp->shp_y);
+ int oil_gained;
+ int max_oil;
+ int max_food;
+ struct pchrstr *product;
+ unsigned char *resource;
+ int dep;
+
+ if (player->simulation)
+ return;
+
+ /* produce oil */
+ if (!sp->shp_off && budget->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 (!sp->shp_off && budget->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));
+ }
+ max_food = mp->m_item[I_FOOD];
+ if (sp->shp_item[I_FOOD] > max_food)
+ sp->shp_item[I_FOOD] = max_food;
+}
+
/*
* returns the number who starved, if any.
*/
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);
+ snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
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;