/* * 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. * * --- * * produce.c: Produce goodies * * Known contributors to this file: * */ #include "misc.h" #include "var.h" #include "sect.h" #include "product.h" #include "nat.h" #include "file.h" #include "xy.h" #include "player.h" #include "update.h" #include "gen.h" #include "subs.h" #include "common.h" #include "optlist.h" #include "budg.h" static void materials_charge(struct pchrstr *, short *, int); static int materials_cost(struct pchrstr *, short *, int *); s_char *levelnames[] = { "Technology", "Research", "Education", "Happiness" }; int produce(struct natstr *np, struct sctstr *sp, short *vec, int work, int desig, int neweff, int *cost, int *amount) { register struct pchrstr *product; double p_e; double prodeff; s_char *resource; double output; int actual; int unit_work; int item; int worker_limit; int material_limit; int material_consume; int val; product = &pchr[dchr[desig].d_prd]; if (product == &pchr[0]) return 0; item = product->p_type; *amount = 0; *cost = 0; if ((material_limit = materials_cost(product, vec, &unit_work)) <= 0) return 0; /* * calculate production efficiency. */ p_e = neweff / 100.0; if (product->p_nrndx != 0) { unit_work++; resource = ((s_char *)sp) + product->p_nrndx; p_e = (*resource * p_e) / 100.0; } /* * determine number that can be made with * the available workforce */ if (unit_work == 0) unit_work = 1; material_consume = material_limit; worker_limit = roundavg(work * p_e / unit_work); if (material_consume > worker_limit) material_consume = worker_limit; if (material_consume == 0) return 0; prodeff = prod_eff(product, np->nat_level[product->p_nlndx]); if (prodeff <= 0.0 && !player->simulation) { wu(0, sp->sct_own, "%s level too low to produce in %s (need %d)\n", levelnames[product->p_nlndx], ownxy(sp), product->p_nlmin); return 0; } /* * Adjust produced amount by commodity production ratio */ output = material_consume * prodeff; if (item == I_NONE && !player->simulation) { levels[sp->sct_own][product->p_level] += output; wu((natid)0, sp->sct_own, "%s (%.2f) produced in %s\n", product->p_name, output, ownxy(sp)); } else { if ((actual = roundavg(output)) <= 0) return 0; if (product->p_nrdep != 0) { if (*resource * 100 < product->p_nrdep * actual) actual = *resource * 100 / product->p_nrdep; } if (actual > 999) { material_consume = roundavg(999.0 * material_consume / actual); actual = 999; } if (vec[item] + actual > ITEM_MAX) { material_consume = roundavg((double)(ITEM_MAX - vec[item]) * material_consume / actual); if (material_consume < 0) material_consume = 0; vec[item] = ITEM_MAX; if (sp->sct_own && !player->simulation) wu(0, sp->sct_own, "%s production backlog in %s\n", product->p_name, ownxy(sp)); } else vec[item] += actual; } /* * Reset produced amount by commodity production ratio */ if (!player->simulation) { materials_charge(product, vec, material_consume); if (product->p_nrdep != 0) { /* * lower natural resource in sector depending on * amount produced */ val = *resource - roundavg(product->p_nrdep * material_consume / 100.0); if (val < 0) val = 0; *resource = val; } } *amount = actual; *cost = product->p_cost * material_consume; if (opt_TECH_POP) { if (product->p_level == NAT_TLEV) { if (tpops[sp->sct_own] > 50000) *cost = (double)*cost * (double)tpops[sp->sct_own] / 50000.0; } } /* The min() here is to take care of integer rounding errors */ if (p_e > 0.0) { return min(work, (int)(unit_work * material_consume / p_e)); } return 0; } static int materials_cost(struct pchrstr *pp, short *vec, int *costp) { int count; int cost; int i, n; count = 9999; cost = 0; for (i = 0; i < MAXPRCON; ++i) { if (!pp->p_camt[i]) continue; if (CANT_HAPPEN(pp->p_ctype[i] <= I_NONE || I_MAX < pp->p_ctype[i])) continue; n = vec[pp->p_ctype[i]] / pp->p_camt[i]; if (n < count) count = n; cost += pp->p_camt[i]; } *costp = cost; return count; } static void materials_charge(struct pchrstr *pp, short *vec, int count) { int i, item, n; for (i = 0; i < MAXPRCON; ++i) { item = pp->p_ctype[i]; if (!pp->p_camt[i]) continue; if (CANT_HAPPEN(item <= I_NONE || I_MAX < item)) continue; n = vec[item] - pp->p_camt[i] * count; if (CANT_HAPPEN(n < 0)) n = 0; vec[item] = n; } } /* * Return level p.e. for product PP. * Zero means level is too low for production. * LEVEL is the affecting production of PP; it must match PP->p_nlndx. */ double prod_eff(struct pchrstr *pp, float level) { double level_p_e; if (pp->p_nlndx < 0) level_p_e = 1.0; else { double delta = (double)level - (double)pp->p_nlmin; if (delta < 0.0) return 0.0; if (CANT_HAPPEN(delta + pp->p_nllag <= 0)) return 0.0; level_p_e = delta / (delta + pp->p_nllag); } return level_p_e * pp->p_effic * 0.01; }