Import of Empire 4.2.12

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Markus Armbruster 2003-08-23 12:23:04 +00:00
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/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program 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
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* 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
*
* ---
*
* 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.
*
* ---
*
* land.c: Do production for land units
*
* Known contributors to this file:
* Dave Pare, 1986
* Thomas Ruschak, 1992
* Steve McClure, 1996
*/
#include "misc.h"
#include "var.h"
#include "sect.h"
#include "nat.h"
#include "land.h"
#include "ship.h"
#include "var.h"
#include "news.h"
#include "file.h"
#include "product.h"
#include "optlist.h"
#include "budg.h"
#include "player.h"
#include "update.h"
#include "lost.h"
#include "common.h"
#include "subs.h"
#include "common.h"
#include "gen.h"
int mil_dbl_pay;
#ifndef MIN
#define MIN(x,y) ((x) > (y) ? (y) : (x))
#endif
void upd_land(register struct lndstr *lp, int landno, register int etus, struct natstr *np, int *bp, int build);
int
prod_land(int etus, int natnum, int *bp, int build)
/* build = 1, maintain = 0 */
{
register struct lndstr *lp;
struct sctstr *sp;
struct natstr *np;
int n, k=0;
extern long lnd_money[MAXNOC];
int start_money;
int lastx = 9999, lasty = 9999;
bp_enable_cachepath();
for (n=0; NULL != (lp = getlandp(n)); n++) {
if (lp->lnd_own == 0)
continue;
if (lp->lnd_own != natnum)
continue;
sp = getsectp(lp->lnd_x,lp->lnd_y);
if (sp->sct_type == SCT_SANCT)
continue;
if (lastx == 9999 || lasty == 9999) {
lastx = lp->lnd_x;
lasty = lp->lnd_y;
}
if (lastx != lp->lnd_x || lasty != lp->lnd_y) {
/* Reset the cache */
bp_disable_cachepath();
bp_clear_cachepath();
bp_enable_cachepath();
}
np = getnatp(lp->lnd_own);
start_money = np->nat_money;
upd_land(lp, n, etus, np, bp, build);
lnd_money[lp->lnd_own] += np->nat_money - start_money;
if ((build && (np->nat_money != start_money)) || (!build))
k++;
if (player->simulation)
np->nat_money = start_money;
}
bp_disable_cachepath();
bp_clear_cachepath();
return k;
}
void
upd_land(register struct lndstr *lp, int landno, register int etus, struct natstr *np, int *bp, int build)
/* build = 1, maintain = 0 */
{
extern int morale_base;
struct lchrstr *lcp;
int vec[I_MAX+1];
int cvec[I_MAX+1];
int n;
double techfact(int, double);
int min = morale_base-(int)np->nat_level[NAT_HLEV];
int mult;
extern double money_land;
int needed;
int cost;
int eff;
if (!player->simulation)
if (lp->lnd_retreat < min)
lp->lnd_retreat = min;
lcp = &lchr[(int)lp->lnd_type];
getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
if (build == 1){
if (np->nat_priorities[PRI_LBUILD] == 0 ||
np->nat_money < 0)
return;
if (lp->lnd_effic < LAND_MINEFF ||
!(landrepair(lp,vec,np,bp,etus))){
makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
lp->lnd_own = 0;
return;
}
}else{
mult = 1;
if (np->nat_level[NAT_TLEV] < lp->lnd_tech * 0.85)
mult = 2;
if (lcp->l_flags & L_ENGINEER)
mult *= 3;
/* cost = -(mult * etus * dmin(0.0, money_land * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/
cost = -(mult * etus * dmin(0.0, money_land * lcp->l_cost));
if ((np->nat_priorities[PRI_LMAINT] == 0 ||
np->nat_money < cost) && !player->simulation) {
if ((eff = lp->lnd_effic - etus/5) < LAND_MINEFF) {
wu(0, lp->lnd_own,
"%s lost to lack of maintenance\n",
prland(lp));
makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
lp->lnd_own = 0;
return;
}
wu(0, lp->lnd_own,
"%s lost %d%% to lack of maintenance\n",
prland(lp), lp->lnd_effic - eff);
lp->lnd_effic = eff;
} else {
np->nat_money -= cost;
}
/* Mil costs are now part of regular mil costs, not maint costs */
/* np->nat_money += (int) (money_mil * etus * lnd_getmil(lp));*/
/* Grab more stuff */
if ((opt_NOFOOD == 0) && !player->simulation)
resupply_commod(lp,I_FOOD);
getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
if (!player->simulation) {
if ((n = feed_land(lp, vec, etus, &needed, 1)) > 0) {
wu(0, lp->lnd_own, "%d starved in %s%s\n",
n, prland(lp),
(lp->lnd_effic < LAND_MINEFF ?
", killing it" : ""));
if (n > 10)
nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
}
/*
* do plague stuff. plague can't break out on land units,
* but it can still kill people on them.
*/
getvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
if (cvec[C_PSTAGE] > 0) {
n = plague_people(np, vec, cvec, etus);
switch (n) {
case PLG_DYING:
wu(0, lp->lnd_own,
"PLAGUE deaths reported on %s\n",
prland(lp));
nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1);
break;
case PLG_INFECT:
wu(0, lp->lnd_own, "%s battling PLAGUE\n",
prland(lp));
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, lp->lnd_own,
"Outbreak of PLAGUE on %s!\n",
prland(lp));
nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
}
} else {
/* It has already moved on to "infectious" */
wu(0, lp->lnd_own,
"%s battling PLAGUE\n", prland(lp));
}
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, lp->lnd_own,
"Outbreak of PLAGUE on %s!\n",
prland(lp));
nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
}
}
break;
default:
break;
}
putvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
}
putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
} /* end !player->simulation */
}
}
/*ARGSUSED*/
int
landrepair(register struct lndstr *land, int *vec, struct natstr *np, int *bp, int etus)
{
extern int mil_dbl_pay;
extern int land_grow_scale;
register int delta;
struct sctstr *sp;
struct lchrstr *lp;
float leftp, buildp;
int left, build;
int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed;
int avail;
int w_p_eff;
int mult;
int svec[I_MAX+1];
int mvec[I_MAX+1];
lp = &lchr[(int)land->lnd_type];
sp = getsectp(land->lnd_x, land->lnd_y);
if (sp->sct_off)
return 1;
getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
mult = 1;
if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
mult = 2;
if (land->lnd_effic == 100) {
/* land is ok; no repairs needed */
return 1;
}
if (sp->sct_own != land->lnd_own)
return 1;
if (!player->simulation)
avail = sp->sct_avail * 100;
else
avail = gt_bg_nmbr(bp, sp, I_MAX+1) * 100;
w_p_eff = 20 + (lp->l_lcm + 2 * lp->l_hcm);
delta = roundavg((double)avail/w_p_eff);
if (delta <= 0)
return 1;
if (delta > etus*land_grow_scale)
delta = etus*land_grow_scale;
/* delta is the max amount we can grow */
left = 100 - land->lnd_effic;
if (left > delta)
left = delta;
leftp = ((float)left/100.0);
bzero((s_char *)mvec, sizeof(mvec));
mvec[I_LCM] = lcm_needed = ldround((double)(lp->l_lcm * leftp),1);
mvec[I_HCM] = hcm_needed = ldround((double)(lp->l_hcm * leftp),1);
/*
mvec[I_GUN] = gun_needed = ldround((double)(lp->l_gun * leftp),1);
mvec[I_MILIT] = mil_needed = ldround((double)(lp->l_mil * leftp),1);
mvec[I_SHELL] = shell_needed = ldround((double)(lp->l_shell *leftp),1);
*/
mvec[I_GUN] = gun_needed = 0;
mvec[I_MILIT] = mil_needed = 0;
mvec[I_SHELL] = shell_needed = 0;
get_materials(sp, bp, mvec, 0);
if (mvec[I_MILIT]>=mil_needed)
buildp=leftp;
else
buildp=((float)mvec[I_MILIT]/(float)lp->l_mil);
if (mvec[I_LCM] < lcm_needed)
buildp = MIN(buildp,((float)mvec[I_LCM]/(float)lp->l_lcm));
if (mvec[I_HCM] < hcm_needed)
buildp = MIN(buildp,((float)mvec[I_HCM]/(float)lp->l_hcm));
if (mvec[I_GUN] < gun_needed)
buildp = MIN(buildp,((float)mvec[I_GUN]/(float)lp->l_gun));
if (mvec[I_SHELL] < shell_needed)
buildp = MIN(buildp,((float)mvec[I_SHELL]/(float)lp->l_shell));
build=ldround((double)(buildp*100.0),1);
bzero((s_char *)mvec, sizeof(mvec));
mvec[I_LCM] = lcm_needed = roundavg((double)(lp->l_lcm * buildp));
mvec[I_HCM] = hcm_needed = roundavg((double)(lp->l_hcm * buildp));
/*
mvec[I_GUN] = gun_needed = roundavg((double)(lp->l_gun * buildp));
mvec[I_MILIT] = mil_needed = roundavg((double)(lp->l_mil * buildp));
mvec[I_SHELL] = shell_needed = roundavg((double)(lp->l_shell *buildp));
*/
mvec[I_GUN] = gun_needed = 0;
mvec[I_MILIT] = mil_needed = 0;
mvec[I_SHELL] = shell_needed = 0;
mil_dbl_pay += mil_needed;
get_materials(sp, bp, mvec, 1);
if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
build /= 3;
avail -= build * w_p_eff;
if (!player->simulation) {
sp->sct_avail = avail/100;
if (sp->sct_avail < 0)
sp->sct_avail = 0;
} else {
pt_bg_nmbr(bp, sp, I_MAX+1, avail/100);
if (gt_bg_nmbr(bp, sp, I_MAX+1) < 0)
pt_bg_nmbr(bp, sp, I_MAX+1, 0);
}
if (build<0)
logerror("land unit %d building %d ! \n",land->lnd_uid,build);
np->nat_money -= mult * lp->l_cost * build / 100.0;
if (!player->simulation) {
land->lnd_effic += (s_char)build;
putsect(sp);
}
return 1;
}
/*
* returns the number who starved, if any.
*/
int
feed_land(struct lndstr *lp, register int *vec, int etus, int *needed, int doit)
{
extern double eatrate;
double food_eaten, ship_eaten;
double people_left;
int can_eat, need, svec[I_MAX+1];
int total_people;
int starved;
struct lchrstr *lcp;
struct shpstr *sp;
if (opt_NOFOOD) return 0; /* no food no work to be done */
lcp = &lchr[(int)lp->lnd_type];
food_eaten = (etus * eatrate) * total_mil(lp);
starved = 0;
*needed = 0;
/*
* If we're on a ship, and we don't have enough food,
* get some food off the carrying ship. (Don't starve
* the ship, tho...
*/
/* doit - Only try to take food off the ship during the update */
if ((food_eaten > vec[I_FOOD]) && (lp->lnd_ship >= 0) && doit){
need = (int)food_eaten - vec[I_FOOD];
sp = getshipp(lp->lnd_ship);
getvec(VT_ITEM, svec, (s_char *)sp, EF_SHIP);
ship_eaten = (etus * eatrate) *
(svec[I_CIVIL]+svec[I_MILIT]+svec[I_UW]);
if ((svec[I_FOOD]-need) > ship_eaten){
vec[I_FOOD] += need;
svec[I_FOOD] -= need;
}
else if ((svec[I_FOOD]-ship_eaten) > 0){
vec[I_FOOD] += (svec[I_FOOD] - ship_eaten);
svec[I_FOOD] -= (svec[I_FOOD] - ship_eaten);
}
putvec(VT_ITEM, svec, (s_char *)sp, EF_SHIP);
}
if (food_eaten > vec[I_FOOD]) {
*needed = food_eaten - vec[I_FOOD];
if (*needed < (food_eaten - vec[I_FOOD]))
(*needed)++;
can_eat = (vec[I_FOOD] / (etus * eatrate));
total_people = total_mil(lp);
/* only want to starve off at most 1/2 the populace. */
if (can_eat < (total_people/2))
can_eat = total_people/2;
people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
/* only want to starve off at most 1/2 the populace. */
if (people_left < 0.5)
people_left = 0.5;
/* lp->lnd_effic *= people_left;*/
starved = vec[I_MILIT] - (vec[I_MILIT] * people_left);
/* if (!player->simulation)
wu(0, lp->lnd_own, "%d mil starved on unit %s.\n",
starved,
prland(lp));*/
vec[I_MILIT] -= starved;
vec[I_FOOD] = 0;
} else {
vec[I_FOOD] -= (int)food_eaten;
}
return starved;
}