Import of Empire 4.2.12
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commit
d8b7fdfae1
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src/lib/update/sect.c
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src/lib/update/sect.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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* sect.c: Do production for sectors
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Steve McClure, 1996
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*/
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#include <math.h>
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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 "item.h"
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#include "news.h"
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#include "file.h"
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#include "xy.h"
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#include "path.h"
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#include "product.h"
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#include "distribute.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 "land.h"
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#include "ship.h"
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#include "update.h"
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#include "subs.h"
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#include "common.h"
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#include "lost.h"
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#include "gen.h"
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extern float levels[MAXNOC][4];
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int
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dodeliver(struct sctstr *sp, int *vec)
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{
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register int i;
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int del[I_MAX+1];
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int thresh;
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int dir;
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int plague;
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int n;
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int changed;
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if (sp->sct_mobil <= 0)
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return 0;
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if (getvec(VT_DEL, del, (s_char *)sp, EF_SECTOR) <= 0)
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return 0;
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changed = 0;
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plague = getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR);
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for (i=1; i<=I_MAX; i++) {
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if (del[i] == 0)
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continue;
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thresh = del[i] & ~0x7;
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dir = del[i] & 0x7;
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n = deliver(sp, &ichr[i], dir, thresh, vec[i], plague);
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if (n > 0) {
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vec[i] -= n;
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changed++;
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if (sp->sct_mobil <= 0)
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break;
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}
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}
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return changed;
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}
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/*
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* Increase sector efficiency if old type == new type.
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* decrease sector efficiency if old type != new type.
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* Return amount of work used.
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*/
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int
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upd_buildeff(struct natstr *np, register struct sctstr *sp, int *workp, int *vec, int etu, int *desig, int sctwork, int *cost)
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{
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register int work_cost = 0;
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int buildeff_work = (int)(*workp / 2);
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int n, hcms, lcms, neweff;
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u_char old_type = *desig;
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*cost = 0;
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neweff = sp->sct_effic;
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if (*desig != sp->sct_newtype) {
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/*
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* Tear down existing sector.
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* Easier to destroy than to build.
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*/
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work_cost = (sp->sct_effic + 3) / 4;
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if (work_cost > buildeff_work)
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work_cost = buildeff_work;
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buildeff_work -= work_cost;
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n = sp->sct_effic - work_cost * 4;
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if (n <= 0) {
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n = 0;
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*desig = sp->sct_newtype;
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}
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neweff = n;
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*cost += work_cost;
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if (opt_BIG_CITY) {
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if (!n && dchr[old_type].d_pkg == UPKG &&
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dchr[*desig].d_pkg != UPKG) {
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int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
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if (vec[I_CIVIL] > maxpop)
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vec[I_CIVIL] = maxpop;
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if (vec[I_UW] > maxpop)
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vec[I_UW] = maxpop;
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*workp = (vec[I_CIVIL] * sctwork) / 100.0
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+(vec[I_MILIT] * 2 / 5.0) + vec[I_UW];
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*workp = roundavg((etu * (*workp)) / 100.0);
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buildeff_work = min((int)(*workp / 2), buildeff_work);
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}
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}
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}
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if (np->nat_priorities[*desig]) {
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if (*desig == sp->sct_newtype) {
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work_cost = 100 - neweff;
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if (work_cost > buildeff_work)
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work_cost = buildeff_work;
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if (dchr[*desig].d_lcms>0){
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lcms = vec[I_LCM];
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lcms /= dchr[*desig].d_lcms;
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if (work_cost > lcms)
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work_cost = lcms;
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}
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if (dchr[*desig].d_hcms>0){
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hcms = vec[I_HCM];
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hcms /= dchr[*desig].d_hcms;
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if (work_cost > hcms)
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work_cost = hcms;
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}
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neweff += work_cost;
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*cost += work_cost*dchr[*desig].d_build;
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buildeff_work -= work_cost;
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if ((dchr[*desig].d_lcms>0) ||
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(dchr[*desig].d_hcms>0)){
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vec[I_LCM] -= work_cost *
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dchr[*desig].d_lcms;
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vec[I_HCM] -= work_cost *
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dchr[*desig].d_hcms;
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}
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}
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}
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*workp = *workp/2 + buildeff_work;
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return neweff;
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}
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/*
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* enlistment sectors are special; they require military
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* to convert civ into mil in large numbers.
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* Conversion will happen much more slowly without
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* some mil initially.
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*/
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int
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enlist(register int *vec, int etu, int *cost)
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{
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int maxmil;
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int enlisted;
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/* Need to check treaties here */
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enlisted = 0;
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maxmil = (vec[I_CIVIL] / 2) - vec[I_MILIT];
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if (maxmil > 0) {
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enlisted = (etu * (10 + vec[I_MILIT]) * 0.05);
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if (enlisted > maxmil)
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enlisted = maxmil;
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vec[I_CIVIL] -= enlisted;
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vec[I_MILIT] += enlisted;
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}
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*cost = enlisted * 3;
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return enlisted;
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}
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/* Fallout is calculated here. */
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extern int melt_item_denom[];
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void
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meltitems(int etus, int fallout, int own, int *vec, int type, int x, int y, int uid)
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{
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int n;
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int melt;
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for (n = 1; n <= I_MAX; n++) {
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melt = roundavg(vec[n] * etus * (long)fallout /
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(1000.0 * melt_item_denom[n]));
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if (melt > 5 && own) {
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if (type == EF_SECTOR)
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wu(0, own, "Lost %d %s to radiation in %s.\n",
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(melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_LAND)
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wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
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uid, (melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_SHIP)
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wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
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uid, (melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
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xyas(x, y, own));
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}
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if (melt < vec[n])
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vec[n] -= melt;
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else
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vec[n] = 0;
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}
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}
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/*
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* do_fallout - calculate fallout for sectors.
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*
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* This is etu based. But, do limit HUGE kill offs in large ETU
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* games, the melting etus rate is limited to 24 etus.
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*/
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void
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do_fallout(register struct sctstr *sp, register int etus)
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{
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int vec[I_MAX+1];
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int cvec[I_MAX+1];
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int tvec[I_MAX+1];
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struct shpstr *spp;
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struct lndstr *lp;
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int i;
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getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
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getvec(VT_COND, cvec, (s_char *)sp, EF_SECTOR);
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/* This check shouldn't be needed, but just in case. :) */
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if (!cvec[C_FALLOUT] || !sp->sct_updated)
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return;
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if (etus > 24)
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etus = 24;
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#if 0
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wu(0,0,"Running fallout in %d,%d\n", sp->sct_x, sp->sct_y);
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#endif
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meltitems(etus, cvec[C_FALLOUT], sp->sct_own, vec, EF_SECTOR,
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sp->sct_x, sp->sct_y, 0);
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putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
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for (i = 0; NULL != (lp = getlandp(i)); i++) {
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if (!lp->lnd_own)
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continue;
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if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
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continue;
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getvec(VT_ITEM, tvec, (s_char *)lp, EF_LAND);
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meltitems(etus, cvec[C_FALLOUT], lp->lnd_own, tvec, EF_LAND,
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lp->lnd_x, lp->lnd_y, lp->lnd_uid);
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putvec(VT_ITEM, tvec, (s_char *)lp, EF_LAND);
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}
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for (i = 0; NULL != (spp = getshipp(i)); i++) {
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if (!spp->shp_own)
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continue;
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if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
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continue;
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if (mchr[(int)spp->shp_type].m_flags & M_SUB)
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continue;
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getvec(VT_ITEM, tvec, (s_char *)spp, EF_SHIP);
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meltitems(etus, cvec[C_FALLOUT], spp->shp_own, tvec, EF_SHIP,
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spp->shp_x, spp->shp_y, spp->shp_uid);
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putvec(VT_ITEM, tvec, (s_char *)spp, EF_SHIP);
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}
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#ifdef GODZILLA
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if ((cvec[C_FALLOUT] > 20) && chance(100))
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do_godzilla(sp);
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#endif /* GODZILLA */
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}
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void
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spread_fallout(struct sctstr *sp, int etus)
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{
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extern double fallout_spread;
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struct sctstr *ap;
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int tvec[I_MAX+1];
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int cvec[I_MAX+1];
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int n;
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register int inc;
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if (etus > 24)
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etus = 24;
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getvec(VT_COND, cvec, (s_char *)sp, EF_SECTOR);
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for (n = DIR_FIRST; n <= DIR_LAST; n++) {
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ap = getsectp(sp->sct_x+diroff[n][0], sp->sct_y+diroff[n][1]);
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getvec(VT_COND, tvec, (char *)ap, EF_SECTOR);
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if (ap->sct_type == SCT_SANCT)
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continue;
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inc = roundavg(etus * fallout_spread * (cvec[C_FALLOUT])) - 1;
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#if 0
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if (cvec[C_FALLOUT]) {
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wu(0,0,"Fallout from sector %d,%d to %d,%d is %d=%d*%e*%d\n",
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sp->sct_x,sp->sct_y,sp->sct_x+diroff[n][0],
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sp->sct_y+diroff[n][1], inc, etus,
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fallout_spread, cvec[C_FALLOUT]);
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}
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#endif
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if (inc < 0)
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inc = 0;
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tvec[C_FALLOUT] += inc;
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putvec(VT_COND, tvec, (char *)ap, EF_SECTOR);
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}
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}
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void
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decay_fallout(struct sctstr *sp, int etus)
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{
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extern double decay_per_etu;
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extern double fallout_spread;
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int cvec[I_MAX+1];
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int decay;
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if (etus > 24)
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etus = 24;
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getvec(VT_COND, cvec, (char *)sp, EF_SECTOR);
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decay = roundavg(((decay_per_etu + 6.0) * fallout_spread) *
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(double)etus * (double)cvec[C_FALLOUT]);
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#if 0
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if (decay || cvec[C_FALLOUT])
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wu(0,0,"Fallout decay in %d,%d is %d from %d\n", sp->sct_x, sp->sct_y, decay, cvec[C_FALLOUT]);
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#endif
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cvec[C_FALLOUT] = (decay < cvec[C_FALLOUT]) ? (cvec[C_FALLOUT] - decay) : 0;
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if (cvec[C_FALLOUT] < 0)
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cvec[C_FALLOUT] = 0;
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putvec(VT_COND, cvec, (s_char *)sp, EF_SECTOR);
|
||||
}
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||||
|
||||
#define SHOULD_PRODUCE(sp,t) (((sp->sct_type == t) || (t == -1)) ? 1 : 0)
|
||||
|
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/*
|
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* Produce only a set sector type for a specific nation
|
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* (or all, if sector_type == -1)
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*
|
||||
*/
|
||||
void
|
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produce_sect(int natnum, int etu, int *bp, long int (*p_sect)[2], int sector_type)
|
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{
|
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register struct sctstr *sp;
|
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register struct natstr *np;
|
||||
int vec[I_MAX+1];
|
||||
int work, cost, ecost, pcost, sctwork;
|
||||
int n, desig, maxpop, neweff, amount;
|
||||
|
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for (n=0; NULL != (sp = getsectid(n)); n++) {
|
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if (sp->sct_type == SCT_WATER)
|
||||
continue;
|
||||
if (sp->sct_own != natnum)
|
||||
continue;
|
||||
if (sp->sct_updated != 0)
|
||||
continue;
|
||||
if (!SHOULD_PRODUCE(sp,sector_type))
|
||||
continue;
|
||||
|
||||
if ((sp->sct_type == SCT_CAPIT) && (sp->sct_effic > 60)) {
|
||||
p_sect[SCT_CAPIT][0]++;
|
||||
p_sect[SCT_CAPIT][1] += etu;
|
||||
}
|
||||
|
||||
if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
|
||||
continue;
|
||||
/* If everybody is dead, the sector reverts to unowned.
|
||||
* This is also checked at the end of the production in
|
||||
* they all starved or were plagued off.
|
||||
*/
|
||||
if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 &&
|
||||
!has_units(sp->sct_x,sp->sct_y,sp->sct_own,0)) {
|
||||
makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
|
||||
sp->sct_own = 0;
|
||||
sp->sct_oldown = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
sp->sct_updated = 1;
|
||||
work = 0;
|
||||
|
||||
np = getnatp(natnum);
|
||||
|
||||
/* do_feed trys to supply. So, we need to enable cacheing
|
||||
here */
|
||||
bp_enable_cachepath();
|
||||
|
||||
sctwork = do_feed(sp, np, vec, &work, bp, etu);
|
||||
|
||||
bp_disable_cachepath();
|
||||
bp_clear_cachepath();
|
||||
|
||||
if (sp->sct_off || np->nat_money < 0) {
|
||||
if (!player->simulation) {
|
||||
putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
|
||||
sp->sct_off = 0;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if ((np->nat_priorities[sp->sct_type] == 0) &&
|
||||
(sp->sct_type == sp->sct_newtype) &&
|
||||
((pchr[dchr[sp->sct_type].d_prd].p_cost != 0) ||
|
||||
(sp->sct_type == SCT_ENLIST))){
|
||||
if (!player->simulation) {
|
||||
putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
|
||||
logerror("Skipping %s production for country %s\n",
|
||||
dchr[sp->sct_type].d_name,np->nat_cnam);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
neweff = sp->sct_effic;
|
||||
amount = 0;
|
||||
pcost = cost = ecost = 0;
|
||||
|
||||
desig = sp->sct_type;
|
||||
|
||||
if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
|
||||
np->nat_money > 0) {
|
||||
neweff = upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork, &cost);
|
||||
pt_bg_nmbr(bp, sp, I_LCM, vec[I_LCM]);
|
||||
pt_bg_nmbr(bp, sp, I_HCM, vec[I_HCM]);
|
||||
p_sect[SCT_EFFIC][0]++;
|
||||
p_sect[SCT_EFFIC][1] += cost;
|
||||
if (!player->simulation) {
|
||||
np->nat_money -= cost;
|
||||
/* No longer tear down infrastructure
|
||||
if (sp->sct_type != desig) {
|
||||
sp->sct_road = 0;
|
||||
sp->sct_defense = 0;
|
||||
} else if (neweff < sp->sct_effic) {
|
||||
sp->sct_road -= (sp->sct_road * (sp->sct_effic - neweff) / 100.0);
|
||||
sp->sct_defense -= (sp->sct_defense * (sp->sct_effic - neweff) / 100.0);
|
||||
if (sp->sct_road < 0)
|
||||
sp->sct_road = 0;
|
||||
if (sp->sct_defense < 0)
|
||||
sp->sct_defense = 0;
|
||||
}
|
||||
*/
|
||||
sp->sct_type = desig;
|
||||
sp->sct_effic = neweff;
|
||||
if (!opt_DEFENSE_INFRA)
|
||||
sp->sct_defense = sp->sct_effic;
|
||||
}
|
||||
}
|
||||
|
||||
if ((np->nat_priorities[desig] == 0) &&
|
||||
((pchr[dchr[desig].d_prd].p_cost != 0) ||
|
||||
(desig == SCT_ENLIST))) {
|
||||
if (!player->simulation) {
|
||||
putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
|
||||
logerror("Skipping %s production for country %s\n",
|
||||
dchr[sp->sct_type].d_name,np->nat_cnam);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (desig == SCT_ENLIST && neweff >= 60 &&
|
||||
sp->sct_own == sp->sct_oldown) {
|
||||
p_sect[desig][0] += enlist(vec, etu, &ecost);
|
||||
p_sect[desig][1] += ecost;
|
||||
if (!player->simulation)
|
||||
np->nat_money -= ecost;
|
||||
}
|
||||
|
||||
/*
|
||||
* now do the production (if sector effic >= 60%)
|
||||
*/
|
||||
|
||||
if (neweff >= 60) {
|
||||
if (np->nat_money > 0 && dchr[desig].d_prd)
|
||||
work -= produce(np, sp, vec, work, sctwork, desig, neweff, &pcost, &amount);
|
||||
}
|
||||
|
||||
pt_bg_nmbr(bp, sp, I_MAX+1, work);
|
||||
p_sect[desig][0] += amount;
|
||||
p_sect[desig][1] += pcost;
|
||||
if (!player->simulation) {
|
||||
maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
|
||||
if (vec[I_CIVIL] > maxpop)
|
||||
vec[I_CIVIL] = maxpop;
|
||||
if (vec[I_UW] > maxpop)
|
||||
vec[I_UW] = maxpop;
|
||||
putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
|
||||
sp->sct_avail = work;
|
||||
np->nat_money -= pcost;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue