Remove option FUEL

The abstract idea of tying ships and land units to a logistical tether
is sound, the concrete implementation as option FUEL is flawed.  It
adds too much busy-work to the game to be enjoyable.  It hasn't been
enabled in a public game for years.  The code implementing it is ugly,
repetitive, and a burden to maintain.

Remove selector fuel from ship_ca[] and land_ca[], and selectors
fuelc, fuelu from mchr_ca[] and lchr_ca[].  Remove fields fuelc, fuelu
from ship.config and land.config.

Remove command fuel from player_coms[].

Deprecate edit key 'B' in doship(), dounit(), and don't show it in
pr_ship(), pr_land().

Drop opt_FUEL code from build_ship(), shi(), sdump(), ship_damage(),
show_ship_stats(), do_mob_ship(), nav_ship(), build_land(), land(),
ldump(), land_damage(), show_land_stats(), do_mob_land(),
resupply_all(), resupply_commod(), get_minimum(), has_supply(),
unit_list(), vers().

Remove opt_FUEL, fuel_mult, struct shpstr member shp_fuel, struct
mchrstr members m_fuelc and m_fuelu, M_OILER, struct lndstr member
lnd_fuel, struct lchrstr members l_fuelc and l_fuelu, fuel(), and
auto_fuel_ship().
This commit is contained in:
Markus Armbruster 2008-05-12 09:25:20 +02:00
parent 3cc80e83c3
commit 3b4de2feb1
42 changed files with 124 additions and 984 deletions

View file

@ -181,10 +181,7 @@ mob_ship(void)
static void
do_mob_ship(struct shpstr *sp, int etus)
{
int newfuel = 0;
int value;
int can_add, have_fuel_for, total_add;
double d;
if (CANT_HAPPEN(etus < 0))
etus = 0;
@ -192,72 +189,10 @@ do_mob_ship(struct shpstr *sp, int etus)
if (sp->shp_own == 0)
return;
if (opt_FUEL == 0 || mchr[(int)sp->shp_type].m_fuelu == 0) {
value = sp->shp_mobil + (float)etus * ship_mob_scale;
if (value > ship_mob_max)
value = ship_mob_max;
sp->shp_mobil = (signed char)value;
} else {
if (sp->shp_mobil >= ship_mob_max) {
sp->shp_mobil = ship_mob_max;
return;
}
can_add = ship_mob_max - sp->shp_mobil;
if (can_add > (float)etus * ship_mob_scale)
can_add = (float)etus * ship_mob_scale;
have_fuel_for = ldround(((double)sp->shp_fuel /
(double)mchr[(int)sp->shp_type].m_fuelu)
* (double)fuel_mult, 1);
if (can_add > have_fuel_for) {
int need;
need = can_add - have_fuel_for;
d = need;
d *= mchr[(int)sp->shp_type].m_fuelu;
d /= fuel_mult;
d /= 5.0;
if (d - (int)d > 0.0)
d++;
need = (int)d;
newfuel = supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
I_PETROL, need);
sp->shp_fuel += newfuel * 5;
}
have_fuel_for = ldround(((double)sp->shp_fuel /
(double)mchr[(int)sp->shp_type].m_fuelu)
* (double)fuel_mult, 1);
if (can_add > have_fuel_for) {
int need;
need = can_add - have_fuel_for;
d = need;
d *= mchr[(int)sp->shp_type].m_fuelu;
d /= fuel_mult;
d /= 50.0;
if (d - (int)d > 0.0)
d++;
need = (int)d;
newfuel = supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
I_OIL, need);
sp->shp_fuel += newfuel * 50;
}
have_fuel_for = ldround(((double)sp->shp_fuel /
(double)mchr[(int)sp->shp_type].m_fuelu)
* (double)fuel_mult, 1);
if (can_add > have_fuel_for)
total_add = have_fuel_for;
else
total_add = can_add;
d = total_add;
d *= mchr[(int)sp->shp_type].m_fuelu;
d /= fuel_mult;
sp->shp_fuel -= ldround(d, 1);
sp->shp_fuel = MIN(sp->shp_fuel, mchr[(int)sp->shp_type].m_fuelc);
sp->shp_mobil += total_add;
}
value = sp->shp_mobil + (float)etus * ship_mob_scale;
if (value > ship_mob_max)
value = ship_mob_max;
sp->shp_mobil = (signed char)value;
}
void
@ -281,11 +216,7 @@ mob_land(void)
static void
do_mob_land(struct lndstr *lp, int etus)
{
int newfuel = 0;
int value;
int can_add, have_fuel_for, total_add;
double d;
struct lchrstr *lcp = lchr + lp->lnd_type;
if (CANT_HAPPEN(etus < 0))
etus = 0;
@ -293,85 +224,24 @@ do_mob_land(struct lndstr *lp, int etus)
if (lp->lnd_own == 0)
return;
if (opt_FUEL == 0 || lcp->l_fuelu == 0) {
value = lp->lnd_mobil + ((float)etus * land_mob_scale);
if (value > land_mob_max) {
if (lp->lnd_harden < land_mob_max && !opt_MOB_ACCESS) {
/*
* Automatic fortification on excess mobility.
* Disabled for MOB_ACCESS, because it leads to
* excessively deep recursion and thus miserable
* performance as the number of land units grows.
*
* Provide mobility to be used in lnd_fortify()
* without overflowing lnd_mobil.
*/
lp->lnd_mobil = land_mob_max;
lnd_fortify(lp, value - land_mob_max);
}
value = land_mob_max;
}
lp->lnd_mobil = value;
} else {
if (lp->lnd_mobil >= land_mob_max) {
value = lp->lnd_mobil + ((float)etus * land_mob_scale);
if (value > land_mob_max) {
if (lp->lnd_harden < land_mob_max && !opt_MOB_ACCESS) {
/*
* Automatic fortification on excess mobility.
* Disabled for MOB_ACCESS, because it leads to
* excessively deep recursion and thus miserable
* performance as the number of land units grows.
*
* Provide mobility to be used in lnd_fortify()
* without overflowing lnd_mobil.
*/
lp->lnd_mobil = land_mob_max;
return;
lnd_fortify(lp, value - land_mob_max);
}
can_add = land_mob_max - lp->lnd_mobil;
if (can_add > (float)etus * land_mob_scale)
can_add = (float)etus * land_mob_scale;
have_fuel_for = (lp->lnd_fuel / lcp->l_fuelu) * fuel_mult;
if (can_add > have_fuel_for) {
int need;
need = can_add - have_fuel_for;
d = need;
d *= lcp->l_fuelu;
d /= fuel_mult;
d /= 5.0;
if (d - (int)d > 0.0)
d++;
need = (int)d;
newfuel = supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
I_PETROL, need);
lp->lnd_fuel += newfuel * 5;
}
have_fuel_for = (lp->lnd_fuel / lcp->l_fuelu) * fuel_mult;
if (can_add > have_fuel_for) {
int need;
need = can_add - have_fuel_for;
d = need;
d *= lcp->l_fuelu;
d /= fuel_mult;
d /= 50.0;
if (d - (int)d > 0.0)
d++;
need = (int)d;
newfuel = supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
I_OIL, need);
lp->lnd_fuel += newfuel * 50;
}
have_fuel_for = (lp->lnd_fuel / lcp->l_fuelu) * fuel_mult;
if (can_add > have_fuel_for) {
total_add = have_fuel_for;
} else
total_add = can_add;
d = total_add;
d *= lcp->l_fuelu;
d /= fuel_mult;
lp->lnd_fuel -= ldround(d, 1);
lp->lnd_fuel = MIN(lp->lnd_fuel, lcp->l_fuelc);
lp->lnd_mobil += total_add;
/* No excess mobility here, hence no automatic fortification */
value = land_mob_max;
}
lp->lnd_mobil = value;
}
void