/* * 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); }