/* * 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. * * --- * * ship.c: Do production for ships * * Known contributors to this file: * Dave Pare, 1986 * Steve McClure, 1996 */ #include "misc.h" #include "var.h" #include "sect.h" #include "nat.h" #include "ship.h" #include "var.h" #include "news.h" #include "file.h" #include "product.h" #include "land.h" #include "xy.h" #include "nsc.h" #include "optlist.h" #include "player.h" #include "update.h" #include "common.h" #include "subs.h" #include "gen.h" #include "lost.h" #ifndef MIN #define MIN(x,y) ((x) > (y) ? (y) : (x)) #endif static int shiprepair(register struct shpstr *, int *, struct natstr *, int *, int); static void upd_ship(register struct shpstr *, int, register int, struct natstr *, int *, int); int prod_ship(int etus, int natnum, int *bp, int build) /* build = 1, maintain = 0 */ { register struct shpstr *sp; struct natstr *np; int n, k = 0; extern long sea_money[MAXNOC]; int start_money; int lastx = 9999, lasty = 9999; bp_enable_cachepath(); for (n = 0; NULL != (sp = getshipp(n)); n++) { if (sp->shp_own == 0) continue; if (sp->shp_own != natnum) continue; np = getnatp(sp->shp_own); start_money = np->nat_money; if (lastx == 9999 || lasty == 9999) { lastx = sp->shp_x; lasty = sp->shp_y; } if (lastx != sp->shp_x || lasty != sp->shp_y) { /* Reset the cache */ bp_disable_cachepath(); bp_clear_cachepath(); bp_enable_cachepath(); } upd_ship(sp, n, etus, np, bp, build); if (build && !player->simulation) /* make sure to only autonav once */ nav_ship(sp); /* autonav the ship */ sea_money[sp->shp_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(); if (opt_SAIL) { if (build && !player->simulation) /* make sure to only sail once */ sail_ship(natnum); } return k; } static void upd_ship(register struct shpstr *sp, int shipno, register int etus, struct natstr *np, int *bp, int build) /* build = 1, maintain = 0 */ { extern long pops[]; struct sctstr *sectp; struct mchrstr *mp; int vec[I_MAX + 1]; int cvec[I_MAX + 1]; int oil_gained; int max_oil; int max_food; struct pchrstr *product; s_char *resource; int n; int mult; extern double money_ship; int needed; int cost; int eff; mp = &mchr[(int)sp->shp_type]; getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP); if (build == 1) { if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0) return; if (sp->shp_effic < SHIP_MINEFF || !shiprepair(sp, vec, np, bp, etus)) { makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x, sp->shp_y); sp->shp_own = 0; return; } } else { mult = 1; if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85) mult = 2; cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost)); if ((np->nat_priorities[PRI_SMAINT] == 0 || np->nat_money < cost) && !player->simulation) { if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) { wu(0, sp->shp_own, "%s lost to lack of maintenance\n", prship(sp)); makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x, sp->shp_y); sp->shp_own = 0; return; } wu(0, sp->shp_own, "%s lost %d%% to lack of maintenance\n", prship(sp), sp->shp_effic - eff); sp->shp_effic = eff; } else { np->nat_money -= cost; } sectp = getsectp(sp->shp_x, sp->shp_y); if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER)) && !player->simulation) { /* * take care of oil production */ oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0) * sectp->sct_oil); vec[I_OIL] += oil_gained; max_oil = vl_find(V_OIL, mp->m_vtype, mp->m_vamt, mp->m_nv); if (vec[I_OIL] > max_oil) vec[I_OIL] = max_oil; product = &pchr[P_OIL]; if (product->p_nrdep != 0 && oil_gained > 0) { resource = ((s_char *)sectp) + product->p_nrndx; *resource -= roundavg(oil_gained * product->p_nrdep / 100.0); } } if (((mp->m_flags & M_FOOD) && (sectp->sct_type == SCT_WATER)) && !player->simulation) { sectp = getsectp(sp->shp_x, sp->shp_y); vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0) * sectp->sct_fertil; } /* Military costs are now part of regular military costs, not ship costs */ /* np->nat_money += (int) (etus * vec[I_MILIT] * money_mil);*/ if (!player->simulation) { if ((n = feed_ship(sp, vec, etus, &needed, 1)) > 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); } max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv); if (vec[I_FOOD] > max_food) vec[I_FOOD] = max_food; /* * do plague stuff. plague can't break out on ships, * but it can still kill people. */ getvec(VT_COND, cvec, (s_char *)sp, EF_SHIP); if (cvec[C_PSTAGE] > 0) { n = plague_people(np, vec, cvec, etus); switch (n) { case PLG_DYING: wu(0, sp->shp_own, "PLAGUE deaths reported on %s\n", prship(sp)); nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1); break; case PLG_INFECT: wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp)); 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, sp->shp_own, "Outbreak of PLAGUE on %s!\n", prship(sp)); nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1); } } else { /* It has already moved on to "infectious" */ wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp)); } 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, sp->shp_own, "Outbreak of PLAGUE on %s!\n", prship(sp)); nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1); } } break; default: break; } putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP); } putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP); pops[sp->shp_own] += vec[I_CIVIL]; } } } /* * 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 int shiprepair(register struct shpstr *ship, int *vec, struct natstr *np, int *bp, int etus) { extern int ship_grow_scale; register int delta; struct sctstr *sp; struct mchrstr *mp; float leftp, buildp; int left, build; int lcm_needed, hcm_needed; int wf; int avail; int w_p_eff; int mult; int svec[I_MAX + 1]; int mvec[I_MAX + 1]; int rel; mp = &mchr[(int)ship->shp_type]; sp = getsectp(ship->shp_x, ship->shp_y); if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) { rel = getrel(getnatp(sp->sct_own), ship->shp_own); if (rel < FRIENDLY) return 1; } wf = 0; /* only military can work on a military boat */ if (ship->shp_glim > 0) wf = etus * vec[I_MILIT] / 2; else wf = etus * (vec[I_CIVIL] / 2 + vec[I_MILIT] / 5); if (sp->sct_type != SCT_HARBR) { wf /= 3; avail = wf; } else { if (!player->simulation) avail = wf + sp->sct_avail * 100; else avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100; } w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm); if (sp->sct_type != SCT_HARBR) { int abs_max, amt; if (ship->shp_glim > 0) { abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt, (int)mp->m_nv); amt = vec[I_MILIT]; } else { abs_max = vl_find(V_CIVIL, mp->m_vtype, mp->m_vamt, (int)mp->m_nv); amt = vec[I_CIVIL]; if (abs_max == 0) { abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt, (int)mp->m_nv); amt = vec[I_MILIT]; } } if (abs_max == 0) { logerror("Abs max of 0 for ship %d\n", ship->shp_uid); abs_max = 1; } avail -= (etus * (100 - ((amt * 100) / abs_max))) / 7; /* think of it as entropy in action */ } if (avail <= 0) { if (!player->simulation) { if (opt_SHIP_DECAY) { ship->shp_effic += avail / w_p_eff; } return 1; } } if ((sp->sct_off) && (sp->sct_own == ship->shp_own)) return 1; getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR); mult = 1; if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85) mult = 2; if (ship->shp_effic == 100) { /* ship is ok; no repairs needed */ return 1; } left = 100 - ship->shp_effic; delta = roundavg((double)avail / w_p_eff); if (delta <= 0) return 1; if (delta > etus * ship_grow_scale) delta = etus * ship_grow_scale; if (delta > left) delta = left; /* delta is the max amount we can grow */ left = 100 - ship->shp_effic; if (left > delta) left = delta; leftp = ((float)left / 100.0); memset(mvec, 0, sizeof(mvec)); mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp), 1); mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1); get_materials(sp, bp, mvec, 0); if (mvec[I_LCM] >= lcm_needed) buildp = leftp; else buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm); if (mvec[I_HCM] < hcm_needed) buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm)); build = ldround((double)(buildp * 100.0), 1); memset(mvec, 0, sizeof(mvec)); mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp)); mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp)); get_materials(sp, bp, mvec, 1); if (sp->sct_type != SCT_HARBR) build = delta; wf -= build * w_p_eff; if (wf < 0) { /* * I didn't use roundavg here, because I want to penalize * the player with a large number of ships. */ if (!player->simulation) avail = (sp->sct_avail * 100 + wf) / 100; else avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100; if (avail < 0) avail = 0; if (!player->simulation) sp->sct_avail = avail; else pt_bg_nmbr(bp, sp, I_MAX + 1, avail); } if (sp->sct_type != SCT_HARBR) if ((build + ship->shp_effic) > 80) { build = 80 - ship->shp_effic; if (build < 0) build = 0; } np->nat_money -= mult * mp->m_cost * build / 100.0; if (!player->simulation) ship->shp_effic += (s_char)build; return 1; } /* * returns the number who starved, if any. */ int feed_ship(struct shpstr *sp, register int *vec, int etus, int *needed, int doit) { extern double eatrate; double food_eaten, land_eaten; double people_left; int ifood_eaten; int can_eat, need; int total_people; int to_starve; int starved, lvec[I_MAX + 1]; struct nstr_item ni; struct lndstr *lp; if (opt_NOFOOD) return 0; /* no food no work to do */ food_eaten = (etus * eatrate) * (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]); ifood_eaten = (int)food_eaten; if ((food_eaten - ifood_eaten) > 0) ifood_eaten++; starved = 0; *needed = 0; if (!player->simulation && food_eaten > vec[I_FOOD]) vec[I_FOOD] += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y, I_FOOD, (ifood_eaten - vec[I_FOOD])); if (food_eaten > vec[I_FOOD]) { /* doit - only steal food from land units during the update */ if (sp->shp_nland > 0 && doit) { snxtitem_all(&ni, EF_LAND); while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) && (food_eaten > vec[I_FOOD])) { if (lp->lnd_ship != sp->shp_uid) continue; need = ifood_eaten - vec[I_FOOD]; getvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND); land_eaten = (etus * eatrate) * (double)lnd_getmil(lp); if (lvec[I_FOOD] - need > land_eaten) { vec[I_FOOD] += need; lvec[I_FOOD] -= need; } else if ((lvec[I_FOOD] - land_eaten) > 0) { vec[I_FOOD] += (lvec[I_FOOD] - land_eaten); lvec[I_FOOD] -= (lvec[I_FOOD] - land_eaten); } putvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND); } } } if (food_eaten > vec[I_FOOD]) { *needed = food_eaten - vec[I_FOOD]; if (*needed < (food_eaten - vec[I_FOOD])) (*needed)++; if (opt_NEW_STARVE) { can_eat = (vec[I_FOOD] / (etus * eatrate)); total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]; /* only want to starve off at most 1/2 the populace. */ if (can_eat < (total_people / 2)) can_eat = total_people / 2; to_starve = total_people - can_eat; while (to_starve && vec[I_UW]) { to_starve--; starved++; vec[I_UW]--; } while (to_starve && vec[I_CIVIL]) { to_starve--; starved++; vec[I_CIVIL]--; } while (to_starve && vec[I_MILIT]) { to_starve--; starved++; vec[I_MILIT]--; } vec[I_FOOD] = 0; } else { /* ! opt_NEW_STARVE */ people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01); starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]; /* only want to starve off at most 1/2 the populace. */ if (people_left < 0.5) people_left = 0.5; vec[I_CIVIL] = (int)(vec[I_CIVIL] * people_left); vec[I_MILIT] = (int)(vec[I_MILIT] * people_left); vec[I_UW] = (int)(vec[I_UW] * people_left); starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]; vec[I_FOOD] = 0; } } else { vec[I_FOOD] -= (int)food_eaten; } return starved; }