Indented with src/scripts/indent-emp.
This commit is contained in:
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437 changed files with 52211 additions and 51052 deletions
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@ -58,201 +58,199 @@
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int
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prod_ship(int etus, int natnum, int *bp, int build)
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/* build = 1, maintain = 0 */
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/* build = 1, maintain = 0 */
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{
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register struct shpstr *sp;
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struct natstr *np;
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int n, k=0;
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extern long sea_money[MAXNOC];
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int start_money;
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int lastx = 9999, lasty = 9999;
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register struct shpstr *sp;
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struct natstr *np;
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int n, k = 0;
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extern long sea_money[MAXNOC];
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int start_money;
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int lastx = 9999, lasty = 9999;
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bp_enable_cachepath();
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for (n=0; NULL != (sp = getshipp(n)); n++) {
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if (sp->shp_own == 0)
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continue;
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if (sp->shp_own != natnum)
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continue;
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np = getnatp(sp->shp_own);
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start_money = np->nat_money;
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if (lastx == 9999 || lasty == 9999) {
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lastx = sp->shp_x;
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lasty = sp->shp_y;
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}
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if (lastx != sp->shp_x || lasty != sp->shp_y) {
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/* Reset the cache */
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bp_disable_cachepath();
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bp_clear_cachepath();
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bp_enable_cachepath();
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}
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upd_ship(sp, n, etus, np, bp, build);
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if (build && !player->simulation) /* make sure to only autonav once */
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nav_ship(sp); /* autonav the ship */
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sea_money[sp->shp_own] += np->nat_money - start_money;
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if ((build && (np->nat_money != start_money)) || (!build))
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k++;
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if (player->simulation)
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np->nat_money = start_money;
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bp_enable_cachepath();
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for (n = 0; NULL != (sp = getshipp(n)); n++) {
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if (sp->shp_own == 0)
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continue;
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if (sp->shp_own != natnum)
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continue;
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np = getnatp(sp->shp_own);
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start_money = np->nat_money;
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if (lastx == 9999 || lasty == 9999) {
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lastx = sp->shp_x;
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lasty = sp->shp_y;
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}
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bp_disable_cachepath();
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bp_clear_cachepath();
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if (lastx != sp->shp_x || lasty != sp->shp_y) {
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/* Reset the cache */
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bp_disable_cachepath();
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bp_clear_cachepath();
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bp_enable_cachepath();
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}
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upd_ship(sp, n, etus, np, bp, build);
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if (build && !player->simulation) /* make sure to only autonav once */
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nav_ship(sp); /* autonav the ship */
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sea_money[sp->shp_own] += np->nat_money - start_money;
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if ((build && (np->nat_money != start_money)) || (!build))
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k++;
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if (player->simulation)
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np->nat_money = start_money;
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}
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bp_disable_cachepath();
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bp_clear_cachepath();
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if (opt_SAIL) {
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if (build && !player->simulation) /* make sure to only sail once */
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sail_ship(natnum);
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}
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return k;
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if (opt_SAIL) {
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if (build && !player->simulation) /* make sure to only sail once */
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sail_ship(natnum);
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}
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return k;
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}
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void
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upd_ship(register struct shpstr *sp, int shipno, register int etus, struct natstr *np, int *bp, int build)
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/* build = 1, maintain = 0 */
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upd_ship(register struct shpstr *sp, int shipno, register int etus,
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struct natstr *np, int *bp, int build)
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/* build = 1, maintain = 0 */
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{
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extern long pops[];
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struct sctstr *sectp;
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struct mchrstr *mp;
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int vec[I_MAX+1];
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int cvec[I_MAX+1];
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int oil_gained;
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int max_oil;
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int max_food;
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struct pchrstr *product;
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s_char *resource;
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int n;
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int mult;
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extern double money_ship;
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int needed;
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int cost;
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int eff;
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extern long pops[];
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struct sctstr *sectp;
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struct mchrstr *mp;
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int vec[I_MAX + 1];
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int cvec[I_MAX + 1];
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int oil_gained;
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int max_oil;
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int max_food;
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struct pchrstr *product;
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s_char *resource;
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int n;
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int mult;
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extern double money_ship;
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int needed;
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int cost;
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int eff;
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mp = &mchr[(int)sp->shp_type];
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getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
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if (build == 1){
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if (np->nat_priorities[PRI_SBUILD] == 0 ||
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np->nat_money < 0)
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return;
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if (sp->shp_effic < SHIP_MINEFF ||
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!shiprepair(sp, vec, np, bp, etus)) {
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makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x, sp->shp_y);
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sp->shp_own = 0;
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return;
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}
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}else{
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mult = 1;
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if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
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mult = 2;
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cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
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if ((np->nat_priorities[PRI_SMAINT] == 0 ||
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np->nat_money < cost) && !player->simulation){
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if ((eff = sp->shp_effic - etus/5) < SHIP_MINEFF) {
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wu(0, sp->shp_own,
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"%s lost to lack of maintenance\n",
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prship(sp));
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makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x, sp->shp_y);
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sp->shp_own = 0;
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return;
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}
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wu(0, sp->shp_own,
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"%s lost %d%% to lack of maintenance\n",
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prship(sp), sp->shp_effic - eff);
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sp->shp_effic = eff;
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} else {
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np->nat_money -= cost;
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}
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mp = &mchr[(int)sp->shp_type];
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getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
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if (build == 1) {
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if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
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return;
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if (sp->shp_effic < SHIP_MINEFF ||
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!shiprepair(sp, vec, np, bp, etus)) {
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makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
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sp->shp_y);
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sp->shp_own = 0;
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return;
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}
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} else {
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mult = 1;
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if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
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mult = 2;
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cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
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if ((np->nat_priorities[PRI_SMAINT] == 0 ||
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np->nat_money < cost) && !player->simulation) {
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if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
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wu(0, sp->shp_own,
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"%s lost to lack of maintenance\n", prship(sp));
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makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
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sp->shp_y);
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sp->shp_own = 0;
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return;
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}
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wu(0, sp->shp_own,
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"%s lost %d%% to lack of maintenance\n",
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prship(sp), sp->shp_effic - eff);
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sp->shp_effic = eff;
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} else {
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np->nat_money -= cost;
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}
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sectp = getsectp(sp->shp_x, sp->shp_y);
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if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER))
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&& !player->simulation){
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/*
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* take care of oil production
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*/
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oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0)
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* sectp->sct_oil);
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vec[I_OIL] += oil_gained;
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max_oil = vl_find(V_OIL,mp->m_vtype,mp->m_vamt,mp->m_nv);
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if (vec[I_OIL] > max_oil)
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vec[I_OIL] = max_oil;
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product = &pchr[P_OIL];
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if (product->p_nrdep != 0 && oil_gained > 0) {
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resource = ((s_char *)sectp) + product->p_nrndx;
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*resource -= roundavg(oil_gained *
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product->p_nrdep / 100.0);
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}
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} else if (((mp->m_flags&M_FOOD)&&(sectp->sct_type==SCT_WATER)) && !player->simulation){
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sectp = getsectp(sp->shp_x, sp->shp_y);
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vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
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* sectp->sct_fertil;
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}
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sectp = getsectp(sp->shp_x, sp->shp_y);
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if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER))
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&& !player->simulation) {
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/*
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* take care of oil production
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*/
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oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0)
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* sectp->sct_oil);
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vec[I_OIL] += oil_gained;
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max_oil = vl_find(V_OIL, mp->m_vtype, mp->m_vamt, mp->m_nv);
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if (vec[I_OIL] > max_oil)
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vec[I_OIL] = max_oil;
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product = &pchr[P_OIL];
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if (product->p_nrdep != 0 && oil_gained > 0) {
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resource = ((s_char *)sectp) + product->p_nrndx;
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*resource -= roundavg(oil_gained *
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product->p_nrdep / 100.0);
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}
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} else
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if (((mp->m_flags & M_FOOD) && (sectp->sct_type == SCT_WATER))
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&& !player->simulation) {
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sectp = getsectp(sp->shp_x, sp->shp_y);
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vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
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* sectp->sct_fertil;
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}
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/* Military costs are now part of regular military costs, not ship costs */
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/* np->nat_money += (int) (etus * vec[I_MILIT] * money_mil);*/
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if (!player->simulation){
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if ((n = feed_ship(sp,vec,etus, &needed, 1)) > 0) {
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wu(0, sp->shp_own, "%d starved on %s\n",
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n, prship(sp));
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if (n > 10)
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nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
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if (!player->simulation) {
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if ((n = feed_ship(sp, vec, etus, &needed, 1)) > 0) {
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wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
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if (n > 10)
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nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
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}
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max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
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if (vec[I_FOOD] > max_food)
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vec[I_FOOD] = max_food;
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/*
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* do plague stuff. plague can't break out on ships,
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* but it can still kill people.
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*/
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getvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
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if (cvec[C_PSTAGE] > 0) {
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n = plague_people(np, vec, cvec, etus);
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switch (n) {
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case PLG_DYING:
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wu(0, sp->shp_own,
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"PLAGUE deaths reported on %s\n", prship(sp));
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nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
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break;
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case PLG_INFECT:
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wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
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break;
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case PLG_INCUBATE:
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/* Are we still incubating? */
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if (n == cvec[C_PSTAGE]) {
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/* Yes. Will it turn "infectious" next time? */
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if (cvec[C_PTIME] <= etus) {
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/* Yes. Report an outbreak. */
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wu(0, sp->shp_own,
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"Outbreak of PLAGUE on %s!\n", prship(sp));
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nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
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}
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max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
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if (vec[I_FOOD] > max_food)
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vec[I_FOOD] = max_food;
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/*
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* do plague stuff. plague can't break out on ships,
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* but it can still kill people.
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*/
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getvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
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if (cvec[C_PSTAGE] > 0) {
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n = plague_people(np, vec, cvec, etus);
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switch (n) {
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case PLG_DYING:
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wu(0, sp->shp_own,
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"PLAGUE deaths reported on %s\n",
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prship(sp));
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nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
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break;
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case PLG_INFECT:
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wu(0, sp->shp_own, "%s battling PLAGUE\n",
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prship(sp));
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break;
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case PLG_INCUBATE:
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/* Are we still incubating? */
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if (n == cvec[C_PSTAGE]) {
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/* Yes. Will it turn "infectious" next time? */
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if (cvec[C_PTIME] <= etus) {
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/* Yes. Report an outbreak. */
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wu(0, sp->shp_own,
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"Outbreak of PLAGUE on %s!\n",
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prship(sp));
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nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
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}
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} else {
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/* It has already moved on to "infectious" */
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wu(0, sp->shp_own,
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"%s battling PLAGUE\n", prship(sp));
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}
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break;
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case PLG_EXPOSED:
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/* Has the plague moved to "incubation" yet? */
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if (n != cvec[C_PSTAGE]) {
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/* Yes. Will it turn "infectious" next time? */
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if (cvec[C_PTIME] <= etus) {
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/* Yes. Report an outbreak. */
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wu(0, sp->shp_own,
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"Outbreak of PLAGUE on %s!\n",
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prship(sp));
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nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
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}
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}
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break;
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default:
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break;
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}
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putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
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} else {
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/* It has already moved on to "infectious" */
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wu(0, sp->shp_own,
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"%s battling PLAGUE\n", prship(sp));
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}
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break;
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case PLG_EXPOSED:
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/* Has the plague moved to "incubation" yet? */
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if (n != cvec[C_PSTAGE]) {
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/* Yes. Will it turn "infectious" next time? */
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if (cvec[C_PTIME] <= etus) {
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/* Yes. Report an outbreak. */
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wu(0, sp->shp_own,
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"Outbreak of PLAGUE on %s!\n", prship(sp));
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nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
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}
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putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
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pops[sp->shp_own] += vec[I_CIVIL];
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}
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break;
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default:
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break;
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}
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putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
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}
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putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
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pops[sp->shp_own] += vec[I_CIVIL];
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}
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}
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}
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/*
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@ -261,269 +259,270 @@ upd_ship(register struct shpstr *sp, int shipno, register int etus, struct natst
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* 8 * 8 * $40 = $2560!
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*/
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int
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shiprepair(register struct shpstr *ship, int *vec, struct natstr *np, int *bp, int etus)
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shiprepair(register struct shpstr *ship, int *vec, struct natstr *np,
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int *bp, int etus)
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{
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extern int ship_grow_scale;
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register int delta;
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struct sctstr *sp;
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struct mchrstr *mp;
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float leftp, buildp;
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int left, build;
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int lcm_needed, hcm_needed;
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int wf;
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int avail;
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int w_p_eff;
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int mult;
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int svec[I_MAX+1];
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int mvec[I_MAX+1];
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int rel;
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extern int ship_grow_scale;
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register int delta;
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struct sctstr *sp;
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struct mchrstr *mp;
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float leftp, buildp;
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int left, build;
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int lcm_needed, hcm_needed;
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int wf;
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int avail;
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int w_p_eff;
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int mult;
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int svec[I_MAX + 1];
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int mvec[I_MAX + 1];
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int rel;
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mp = &mchr[(int)ship->shp_type];
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sp = getsectp(ship->shp_x, ship->shp_y);
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mp = &mchr[(int)ship->shp_type];
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sp = getsectp(ship->shp_x, ship->shp_y);
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|
||||
if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
|
||||
rel=getrel(getnatp(sp->sct_own),ship->shp_own);
|
||||
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 (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;
|
||||
wf = 0;
|
||||
/* only military can work on a military boat */
|
||||
if (ship->shp_glim > 0)
|
||||
wf = etus * vec[I_MILIT] / 2;
|
||||
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
|
||||
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;
|
||||
}
|
||||
avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
|
||||
}
|
||||
|
||||
w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
|
||||
w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
|
||||
|
||||
if (sp->sct_type != SCT_HARBR){
|
||||
int abs_max, amt;
|
||||
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 (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 (avail <= 0){
|
||||
if (!player->simulation) {
|
||||
if (opt_SHIP_DECAY) {
|
||||
ship->shp_effic += avail/w_p_eff;
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/*
|
||||
* 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, register int *vec, int etus, int *needed,
|
||||
int doit)
|
||||
{
|
||||
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);
|
||||
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 */
|
||||
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]));
|
||||
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]) {
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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];
|
||||
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;
|
||||
/* 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;
|
||||
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;
|
||||
}
|
||||
return starved;
|
||||
} else {
|
||||
vec[I_FOOD] -= (int)food_eaten;
|
||||
}
|
||||
return starved;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue