Import of Empire 4.2.12
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d8b7fdfae1
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src/lib/update/land.c
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439
src/lib/update/land.c
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* land.c: Do production for land units
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Thomas Ruschak, 1992
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* Steve McClure, 1996
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*/
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#include "misc.h"
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#include "var.h"
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#include "sect.h"
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#include "nat.h"
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#include "land.h"
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#include "ship.h"
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#include "var.h"
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#include "news.h"
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#include "file.h"
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#include "product.h"
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#include "optlist.h"
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#include "budg.h"
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#include "player.h"
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#include "update.h"
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#include "lost.h"
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#include "common.h"
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#include "subs.h"
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#include "common.h"
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#include "gen.h"
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int mil_dbl_pay;
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#ifndef MIN
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#define MIN(x,y) ((x) > (y) ? (y) : (x))
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#endif
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void upd_land(register struct lndstr *lp, int landno, register int etus, struct natstr *np, int *bp, int build);
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int
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prod_land(int etus, int natnum, int *bp, int build)
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/* build = 1, maintain = 0 */
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{
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register struct lndstr *lp;
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struct sctstr *sp;
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struct natstr *np;
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int n, k=0;
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extern long lnd_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 != (lp = getlandp(n)); n++) {
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if (lp->lnd_own == 0)
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continue;
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if (lp->lnd_own != natnum)
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continue;
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sp = getsectp(lp->lnd_x,lp->lnd_y);
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if (sp->sct_type == SCT_SANCT)
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continue;
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if (lastx == 9999 || lasty == 9999) {
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lastx = lp->lnd_x;
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lasty = lp->lnd_y;
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}
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if (lastx != lp->lnd_x || lasty != lp->lnd_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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np = getnatp(lp->lnd_own);
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start_money = np->nat_money;
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upd_land(lp, n, etus, np, bp, build);
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lnd_money[lp->lnd_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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return k;
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}
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void
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upd_land(register struct lndstr *lp, int landno, register int etus, struct natstr *np, int *bp, int build)
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/* build = 1, maintain = 0 */
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{
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extern int morale_base;
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struct lchrstr *lcp;
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int vec[I_MAX+1];
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int cvec[I_MAX+1];
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int n;
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double techfact(int, double);
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int min = morale_base-(int)np->nat_level[NAT_HLEV];
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int mult;
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extern double money_land;
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int needed;
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int cost;
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int eff;
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if (!player->simulation)
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if (lp->lnd_retreat < min)
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lp->lnd_retreat = min;
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lcp = &lchr[(int)lp->lnd_type];
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getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
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if (build == 1){
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if (np->nat_priorities[PRI_LBUILD] == 0 ||
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np->nat_money < 0)
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return;
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if (lp->lnd_effic < LAND_MINEFF ||
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!(landrepair(lp,vec,np,bp,etus))){
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makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
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lp->lnd_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] < lp->lnd_tech * 0.85)
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mult = 2;
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if (lcp->l_flags & L_ENGINEER)
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mult *= 3;
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/* cost = -(mult * etus * dmin(0.0, money_land * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/
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cost = -(mult * etus * dmin(0.0, money_land * lcp->l_cost));
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if ((np->nat_priorities[PRI_LMAINT] == 0 ||
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np->nat_money < cost) && !player->simulation) {
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if ((eff = lp->lnd_effic - etus/5) < LAND_MINEFF) {
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wu(0, lp->lnd_own,
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"%s lost to lack of maintenance\n",
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prland(lp));
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makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
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lp->lnd_own = 0;
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return;
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}
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wu(0, lp->lnd_own,
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"%s lost %d%% to lack of maintenance\n",
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prland(lp), lp->lnd_effic - eff);
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lp->lnd_effic = eff;
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} else {
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np->nat_money -= cost;
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}
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/* Mil costs are now part of regular mil costs, not maint costs */
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/* np->nat_money += (int) (money_mil * etus * lnd_getmil(lp));*/
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/* Grab more stuff */
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if ((opt_NOFOOD == 0) && !player->simulation)
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resupply_commod(lp,I_FOOD);
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getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
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if (!player->simulation) {
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if ((n = feed_land(lp, vec, etus, &needed, 1)) > 0) {
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wu(0, lp->lnd_own, "%d starved in %s%s\n",
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n, prland(lp),
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(lp->lnd_effic < LAND_MINEFF ?
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", killing it" : ""));
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if (n > 10)
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nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
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}
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/*
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* do plague stuff. plague can't break out on land units,
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* but it can still kill people on them.
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*/
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getvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
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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, lp->lnd_own,
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"PLAGUE deaths reported on %s\n",
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prland(lp));
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nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1);
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break;
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case PLG_INFECT:
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wu(0, lp->lnd_own, "%s battling PLAGUE\n",
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prland(lp));
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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, lp->lnd_own,
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"Outbreak of PLAGUE on %s!\n",
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prland(lp));
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nreport(lp->lnd_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, lp->lnd_own,
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"%s battling PLAGUE\n", prland(lp));
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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, lp->lnd_own,
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"Outbreak of PLAGUE on %s!\n",
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prland(lp));
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nreport(lp->lnd_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 *)lp, EF_LAND);
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}
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putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
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} /* end !player->simulation */
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}
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}
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/*ARGSUSED*/
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int
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landrepair(register struct lndstr *land, int *vec, struct natstr *np, int *bp, int etus)
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{
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extern int mil_dbl_pay;
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extern int land_grow_scale;
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register int delta;
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struct sctstr *sp;
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struct lchrstr *lp;
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float leftp, buildp;
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int left, build;
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int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed;
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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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lp = &lchr[(int)land->lnd_type];
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sp = getsectp(land->lnd_x, land->lnd_y);
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if (sp->sct_off)
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return 1;
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getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
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mult = 1;
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if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
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mult = 2;
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if (land->lnd_effic == 100) {
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/* land is ok; no repairs needed */
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return 1;
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}
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if (sp->sct_own != land->lnd_own)
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return 1;
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if (!player->simulation)
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avail = sp->sct_avail * 100;
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else
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avail = gt_bg_nmbr(bp, sp, I_MAX+1) * 100;
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w_p_eff = 20 + (lp->l_lcm + 2 * lp->l_hcm);
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delta = roundavg((double)avail/w_p_eff);
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if (delta <= 0)
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return 1;
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if (delta > etus*land_grow_scale)
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delta = etus*land_grow_scale;
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/* delta is the max amount we can grow */
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left = 100 - land->lnd_effic;
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if (left > delta)
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left = delta;
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leftp = ((float)left/100.0);
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bzero((s_char *)mvec, sizeof(mvec));
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mvec[I_LCM] = lcm_needed = ldround((double)(lp->l_lcm * leftp),1);
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mvec[I_HCM] = hcm_needed = ldround((double)(lp->l_hcm * leftp),1);
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/*
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mvec[I_GUN] = gun_needed = ldround((double)(lp->l_gun * leftp),1);
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mvec[I_MILIT] = mil_needed = ldround((double)(lp->l_mil * leftp),1);
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mvec[I_SHELL] = shell_needed = ldround((double)(lp->l_shell *leftp),1);
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*/
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mvec[I_GUN] = gun_needed = 0;
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mvec[I_MILIT] = mil_needed = 0;
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mvec[I_SHELL] = shell_needed = 0;
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get_materials(sp, bp, mvec, 0);
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if (mvec[I_MILIT]>=mil_needed)
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buildp=leftp;
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else
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buildp=((float)mvec[I_MILIT]/(float)lp->l_mil);
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if (mvec[I_LCM] < lcm_needed)
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buildp = MIN(buildp,((float)mvec[I_LCM]/(float)lp->l_lcm));
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if (mvec[I_HCM] < hcm_needed)
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buildp = MIN(buildp,((float)mvec[I_HCM]/(float)lp->l_hcm));
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if (mvec[I_GUN] < gun_needed)
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buildp = MIN(buildp,((float)mvec[I_GUN]/(float)lp->l_gun));
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if (mvec[I_SHELL] < shell_needed)
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buildp = MIN(buildp,((float)mvec[I_SHELL]/(float)lp->l_shell));
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build=ldround((double)(buildp*100.0),1);
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bzero((s_char *)mvec, sizeof(mvec));
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mvec[I_LCM] = lcm_needed = roundavg((double)(lp->l_lcm * buildp));
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mvec[I_HCM] = hcm_needed = roundavg((double)(lp->l_hcm * buildp));
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/*
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mvec[I_GUN] = gun_needed = roundavg((double)(lp->l_gun * buildp));
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mvec[I_MILIT] = mil_needed = roundavg((double)(lp->l_mil * buildp));
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mvec[I_SHELL] = shell_needed = roundavg((double)(lp->l_shell *buildp));
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*/
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mvec[I_GUN] = gun_needed = 0;
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mvec[I_MILIT] = mil_needed = 0;
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mvec[I_SHELL] = shell_needed = 0;
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mil_dbl_pay += mil_needed;
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get_materials(sp, bp, mvec, 1);
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if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
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build /= 3;
|
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|
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avail -= build * w_p_eff;
|
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if (!player->simulation) {
|
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sp->sct_avail = avail/100;
|
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if (sp->sct_avail < 0)
|
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sp->sct_avail = 0;
|
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} else {
|
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pt_bg_nmbr(bp, sp, I_MAX+1, avail/100);
|
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if (gt_bg_nmbr(bp, sp, I_MAX+1) < 0)
|
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pt_bg_nmbr(bp, sp, I_MAX+1, 0);
|
||||
}
|
||||
|
||||
if (build<0)
|
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logerror("land unit %d building %d ! \n",land->lnd_uid,build);
|
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np->nat_money -= mult * lp->l_cost * build / 100.0;
|
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if (!player->simulation) {
|
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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 */
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if ((food_eaten > vec[I_FOOD]) && (lp->lnd_ship >= 0) && doit){
|
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need = (int)food_eaten - vec[I_FOOD];
|
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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;
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue