/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire 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 3 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, see .
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* ship.c: Do production for ships
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
* Ron Koenderink, 2004
* Markus Armbruster, 2006-2016
*/
#include
#include
#include "chance.h"
#include "file.h"
#include "land.h"
#include "lost.h"
#include "nat.h"
#include "news.h"
#include "optlist.h"
#include "plague.h"
#include "player.h"
#include "product.h"
#include "prototypes.h"
#include "ship.h"
#include "update.h"
static void upd_ship(struct shpstr *, int, struct bp *, int);
static void shiprepair(struct shpstr *, struct natstr *, struct bp *,
int, struct budget *);
static void ship_produce(struct shpstr *, int, struct budget *);
static int feed_ship(struct shpstr *, int);
void
prod_ship(int etus, int natnum, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
struct shpstr *sp;
int i;
for (i = 0; (sp = getshipp(i)); i++) {
if (sp->shp_own == 0)
continue;
if (sp->shp_own != natnum)
continue;
if (sp->shp_effic < SHIP_MINEFF) {
makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
sp->shp_x, sp->shp_y);
sp->shp_own = 0;
continue;
}
upd_ship(sp, etus, bp, build);
}
}
static void
upd_ship(struct shpstr *sp, int etus, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
struct budget *budget = &nat_budget[sp->shp_own];
struct mchrstr *mp = &mchr[sp->shp_type];
struct natstr *np = getnatp(sp->shp_own);
int pstage, ptime;
int n, mult, eff_lost;
double cost;
if (build == 1) {
if (!sp->shp_off && budget->money >= 0)
shiprepair(sp, np, bp, etus, budget);
ship_produce(sp, etus, budget);
if (!player->simulation)
sp->shp_off = 0;
} else {
budget->oldowned_civs += sp->shp_item[I_CIVIL];
mult = 1;
if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
mult = 2;
budget->bm[BUDG_SHP_MAINT].count++;
cost = mult * etus * -money_ship * mp->m_cost;
if (budget->money < cost && !player->simulation) {
eff_lost = etus / 5;
if (sp->shp_effic - eff_lost < SHIP_MINEFF)
eff_lost = sp->shp_effic - SHIP_MINEFF;
if (eff_lost > 0) {
wu(0, sp->shp_own, "%s lost %d%% to lack of maintenance\n",
prship(sp), eff_lost);
sp->shp_effic -= eff_lost;
}
} else {
budget->bm[BUDG_SHP_MAINT].money -= cost;
budget->money -= cost;
}
if (!player->simulation) {
/* feed */
if ((n = feed_ship(sp, etus)) > 0) {
wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
if (n > 10)
nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
}
/*
* do plague stuff. plague can't break out on ships,
* but it can still kill people.
*/
pstage = sp->shp_pstage;
ptime = sp->shp_ptime;
if (pstage != PLG_HEALTHY) {
n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
if (n != PLG_HEALTHY)
plague_report(sp->shp_own, n, pstage, ptime, etus,
"on", prship(sp));
sp->shp_pstage = pstage;
sp->shp_ptime = ptime;
}
}
}
}
/*
* idea is: a sector full of workers can fix up eight
* battleships +8 % eff each etu. This will cost around
* 8 * 8 * $40 = $2560!
*/
static void
shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus,
struct budget *budget)
{
struct mchrstr *mp = &mchr[(int)ship->shp_type];
int delta;
struct sctstr *sp, scratch_sect;
int build;
int wf;
int avail;
int mult;
double cost;
if (ship->shp_effic == 100)
return;
sp = getsectp(ship->shp_x, ship->shp_y);
if (sp->sct_off)
return;
if (sp->sct_own != 0
&& relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
return;
if (player->simulation) {
scratch_sect = *sp;
bp_to_sect(bp, &scratch_sect);
sp = &scratch_sect;
}
mult = 1;
if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
mult = 2;
/* only military can work on a military boat */
if (mp->m_glim != 0)
wf = etus * ship->shp_item[I_MILIT] / 2;
else
wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
if (sp->sct_type != SCT_HARBR) {
wf /= 3;
avail = wf;
} else
avail = wf + sp->sct_avail * 100;
delta = avail / mp->m_bwork;
if (delta <= 0)
return;
if (delta > (int)((float)etus * ship_grow_scale))
delta = (int)((float)etus * ship_grow_scale);
if (delta > 100 - ship->shp_effic)
delta = 100 - ship->shp_effic;
build = get_materials(sp, mp->m_mat, delta);
if (sp->sct_type != SCT_HARBR)
build = delta;
wf -= build * mp->m_bwork;
if (wf < 0) {
avail = roundavg((sp->sct_avail * 100 + wf) / 100.0);
if (avail < 0)
avail = 0;
sp->sct_avail = avail;
}
if (sp->sct_type != SCT_HARBR)
if ((build + ship->shp_effic) > 80) {
build = 80 - ship->shp_effic;
if (build < 0)
build = 0;
}
bp_set_from_sect(bp, sp);
cost = mult * mp->m_cost * build / 100.0;
budget->bm[BUDG_SHP_BUILD].count += !!build;
budget->bm[BUDG_SHP_BUILD].money -= cost;
budget->money -= cost;
if (!player->simulation)
ship->shp_effic += (signed char)build;
}
static void
ship_produce(struct shpstr *sp, int etus, struct budget *budget)
{
struct mchrstr *mp = &mchr[sp->shp_type];
struct sctstr *sectp = getsectp(sp->shp_x, sp->shp_y);
int oil_gained;
int max_oil;
int max_food;
struct pchrstr *product;
unsigned char *resource;
int dep;
if (player->simulation)
return;
/* produce oil */
if (!sp->shp_off && budget->money >= 0
&& (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
product = &pchr[dchr[SCT_OIL].d_prd];
oil_gained = roundavg(total_work(100, etus,
sp->shp_item[I_CIVIL],
sp->shp_item[I_MILIT],
sp->shp_item[I_UW],
ITEM_MAX)
* sp->shp_effic / 100.0
* sectp->sct_oil / 100.0
* prod_eff(SCT_OIL, sp->shp_tech));
max_oil = mp->m_item[I_OIL];
if (sp->shp_item[I_OIL] + oil_gained > max_oil)
oil_gained = max_oil - sp->shp_item[I_OIL];
if (product->p_nrdep != 0 && oil_gained > 0) {
resource = (unsigned char *)sectp + product->p_nrndx;
if (*resource * 100 < product->p_nrdep * oil_gained)
oil_gained = *resource * 100 / product->p_nrdep;
dep = roundavg(oil_gained * product->p_nrdep / 100.0);
if (CANT_HAPPEN(dep > *resource))
dep = *resource;
*resource -= dep;
}
sp->shp_item[I_OIL] += oil_gained;
}
/* produce fish */
if (!sp->shp_off && budget->money >= 0
&& (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
sp->shp_item[I_FOOD]
+= roundavg(total_work(100, etus,
sp->shp_item[I_CIVIL],
sp->shp_item[I_MILIT],
sp->shp_item[I_UW],
ITEM_MAX)
* sp->shp_effic / 100.0
* sectp->sct_fertil / 100.0
* prod_eff(SCT_AGRI, sp->shp_tech));
}
max_food = mp->m_item[I_FOOD];
if (sp->shp_item[I_FOOD] > max_food)
sp->shp_item[I_FOOD] = max_food;
}
/*
* returns the number who starved, if any.
*/
static int
feed_ship(struct shpstr *sp, int etus)
{
int needed, take;
double give;
struct nstr_item ni;
struct lndstr *lp;
if (opt_NOFOOD)
return 0;
needed = (int)ceil(food_needed(sp->shp_item, etus));
/* scrounge */
if (needed > sp->shp_item[I_FOOD]) {
/* take from embarked land units, but don't starve them */
snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
if (give < 1.0)
continue;
take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
sp->shp_item[I_FOOD] += take;
lp->lnd_item[I_FOOD] -= take;
}
}
return feed_people(sp->shp_item, etus);
}