/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2006, 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 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. * * --- * * land.c: Do production for land units * * Known contributors to this file: * Dave Pare, 1986 * Thomas Ruschak, 1992 * Steve McClure, 1996 */ #include #include "misc.h" #include "plague.h" #include "sect.h" #include "nat.h" #include "land.h" #include "ship.h" #include "news.h" #include "file.h" #include "optlist.h" #include "budg.h" #include "player.h" #include "update.h" #include "lost.h" #include "common.h" #include "subs.h" #include "common.h" #include "gen.h" int mil_dbl_pay; static int landrepair(struct lndstr *, struct natstr *, int *, int); static void upd_land(struct lndstr *lp, int etus, struct natstr *np, int *bp, int build); int prod_land(int etus, int natnum, int *bp, int build) /* build = 1, maintain = 0 */ { struct lndstr *lp; struct sctstr *sp; struct natstr *np; int n, k = 0; int start_money; int lastx = 9999, lasty = 9999; bp_enable_cachepath(); for (n = 0; NULL != (lp = getlandp(n)); n++) { if (lp->lnd_own == 0) continue; if (lp->lnd_own != natnum) continue; sp = getsectp(lp->lnd_x, lp->lnd_y); if (sp->sct_type == SCT_SANCT) continue; if (lastx == 9999 || lasty == 9999) { lastx = lp->lnd_x; lasty = lp->lnd_y; } if (lastx != lp->lnd_x || lasty != lp->lnd_y) { /* Reset the cache */ bp_disable_cachepath(); bp_clear_cachepath(); bp_enable_cachepath(); } np = getnatp(lp->lnd_own); start_money = np->nat_money; upd_land(lp, etus, np, bp, build); lnd_money[lp->lnd_own] += np->nat_money - start_money; if (!build || np->nat_money != start_money) k++; if (player->simulation) np->nat_money = start_money; } bp_disable_cachepath(); bp_clear_cachepath(); return k; } static void upd_land(struct lndstr *lp, int etus, struct natstr *np, int *bp, int build) /* build = 1, maintain = 0 */ { struct lchrstr *lcp; int pstage, ptime; int n; int min = morale_base - (int)np->nat_level[NAT_HLEV]; int mult; int needed; int cost; int eff; if (!player->simulation) if (lp->lnd_retreat < min) lp->lnd_retreat = min; lcp = &lchr[(int)lp->lnd_type]; if (build == 1) { if (np->nat_priorities[PRI_LBUILD] == 0 || np->nat_money < 0) return; if (lp->lnd_effic < LAND_MINEFF || !landrepair(lp, np, bp, etus)) { makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y); lp->lnd_own = 0; return; } } else { mult = 1; if (np->nat_level[NAT_TLEV] < lp->lnd_tech * 0.85) mult = 2; if (lcp->l_flags & L_ENGINEER) mult *= 3; /* cost = -(mult * etus * MIN(0.0, money_land * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/ cost = -(mult * etus * MIN(0.0, money_land * lcp->l_cost)); if ((np->nat_priorities[PRI_LMAINT] == 0 || np->nat_money < cost) && !player->simulation) { if ((eff = lp->lnd_effic - etus / 5) < LAND_MINEFF) { wu(0, lp->lnd_own, "%s lost to lack of maintenance\n", prland(lp)); makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y); lp->lnd_own = 0; return; } wu(0, lp->lnd_own, "%s lost %d%% to lack of maintenance\n", prland(lp), lp->lnd_effic - eff); lp->lnd_effic = eff; } else { np->nat_money -= cost; } /* Grab more stuff */ if ((opt_NOFOOD == 0) && !player->simulation) resupply_commod(lp, I_FOOD); if (!player->simulation) { if ((n = feed_land(lp, etus, &needed, 1)) > 0) { wu(0, lp->lnd_own, "%d starved in %s%s\n", n, prland(lp), (lp->lnd_effic < LAND_MINEFF ? ", killing it" : "")); if (n > 10) nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1); } /* * do plague stuff. plague can't break out on land units, * but it can still kill people on them. */ pstage = lp->lnd_pstage; ptime = lp->lnd_ptime; if (pstage != PLG_HEALTHY) { n = plague_people(np, lp->lnd_item, &pstage, &ptime, etus); switch (n) { case PLG_DYING: wu(0, lp->lnd_own, "PLAGUE deaths reported on %s\n", prland(lp)); nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1); break; case PLG_INFECT: wu(0, lp->lnd_own, "%s battling PLAGUE\n", prland(lp)); break; case PLG_INCUBATE: /* Are we still incubating? */ if (n == pstage) { /* Yes. Will it turn "infectious" next time? */ if (ptime <= etus) { /* Yes. Report an outbreak. */ wu(0, lp->lnd_own, "Outbreak of PLAGUE on %s!\n", prland(lp)); nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1); } } else { /* It has already moved on to "infectious" */ wu(0, lp->lnd_own, "%s battling PLAGUE\n", prland(lp)); } break; case PLG_EXPOSED: /* Has the plague moved to "incubation" yet? */ if (n != pstage) { /* Yes. Will it turn "infectious" next time? */ if (ptime <= etus) { /* Yes. Report an outbreak. */ wu(0, lp->lnd_own, "Outbreak of PLAGUE on %s!\n", prland(lp)); nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1); } } break; default: break; } lp->lnd_pstage = pstage; lp->lnd_ptime = ptime; } } /* end !player->simulation */ } } /*ARGSUSED*/ static int landrepair(struct lndstr *land, struct natstr *np, int *bp, int etus) { int delta; struct sctstr *sp; struct lchrstr *lp; float leftp, buildp; int left, build; int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed; int avail; int w_p_eff; int mult; int mvec[I_MAX + 1]; lp = &lchr[(int)land->lnd_type]; sp = getsectp(land->lnd_x, land->lnd_y); if (sp->sct_off) return 1; mult = 1; if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85) mult = 2; if (land->lnd_effic == 100) { /* land is ok; no repairs needed */ return 1; } if (sp->sct_own != land->lnd_own) return 1; if (!player->simulation) avail = sp->sct_avail * 100; else avail = gt_bg_nmbr(bp, sp, I_MAX + 1) * 100; w_p_eff = LND_BLD_WORK(lp->l_lcm, lp->l_hcm); delta = roundavg((double)avail / w_p_eff); if (delta <= 0) return 1; if (delta > (int)((float)etus * land_grow_scale)) delta = (int)((float)etus * land_grow_scale); /* delta is the max amount we can grow */ left = 100 - land->lnd_effic; if (left > delta) left = delta; leftp = ((float)left / 100.0); memset(mvec, 0, sizeof(mvec)); mvec[I_LCM] = lcm_needed = ldround(lp->l_lcm * leftp, 1); mvec[I_HCM] = hcm_needed = ldround(lp->l_hcm * leftp, 1); /* mvec[I_GUN] = gun_needed = ldround(lp->l_gun * leftp, 1); mvec[I_MILIT] = mil_needed = ldround(lp->l_mil * leftp, 1); mvec[I_SHELL] = shell_needed = ldround(lp->l_shell *leftp, 1); */ mvec[I_GUN] = gun_needed = 0; mvec[I_MILIT] = mil_needed = 0; mvec[I_SHELL] = shell_needed = 0; get_materials(sp, bp, mvec, 0); if (mvec[I_MILIT] >= mil_needed) buildp = leftp; else buildp = ((float)mvec[I_MILIT] / (float)lp->l_mil); if (mvec[I_LCM] < lcm_needed) buildp = MIN(buildp, ((float)mvec[I_LCM] / (float)lp->l_lcm)); if (mvec[I_HCM] < hcm_needed) buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)lp->l_hcm)); if (mvec[I_GUN] < gun_needed) buildp = MIN(buildp, ((float)mvec[I_GUN] / (float)lp->l_gun)); if (mvec[I_SHELL] < shell_needed) buildp = MIN(buildp, ((float)mvec[I_SHELL] / (float)lp->l_shell)); build = ldround(buildp * 100.0, 1); memset(mvec, 0, sizeof(mvec)); mvec[I_LCM] = lcm_needed = roundavg(lp->l_lcm * buildp); mvec[I_HCM] = hcm_needed = roundavg(lp->l_hcm * buildp); /* mvec[I_GUN] = gun_needed = roundavg(lp->l_gun * buildp); mvec[I_MILIT] = mil_needed = roundavg(lp->l_mil * buildp); mvec[I_SHELL] = shell_needed = roundavg(lp->l_shell *buildp); */ mvec[I_GUN] = gun_needed = 0; mvec[I_MILIT] = mil_needed = 0; mvec[I_SHELL] = shell_needed = 0; mil_dbl_pay += mil_needed; get_materials(sp, bp, mvec, 1); if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR)) build /= 3; avail -= build * w_p_eff; if (!player->simulation) { sp->sct_avail = avail / 100; if (sp->sct_avail < 0) sp->sct_avail = 0; } else { pt_bg_nmbr(bp, sp, I_MAX + 1, avail / 100); if (gt_bg_nmbr(bp, sp, I_MAX + 1) < 0) pt_bg_nmbr(bp, sp, I_MAX + 1, 0); } if (build < 0) logerror("land unit %d building %d ! \n", land->lnd_uid, build); np->nat_money -= mult * lp->l_cost * build / 100.0; if (!player->simulation) { land->lnd_effic += (signed char)build; putsect(sp); } return 1; } /* * returns the number who starved, if any. */ int feed_land(struct lndstr *lp, int etus, int *needed, int doit) { double food_eaten, ship_eaten; int ifood_eaten; double people_left; int need; int total_people; int starved; struct shpstr *sp; if (opt_NOFOOD) return 0; /* no food no work to be done */ total_people = total_mil(lp); food_eaten = etus * eatrate * total_people; ifood_eaten = (int)food_eaten; if (food_eaten - ifood_eaten > 0) ifood_eaten++; starved = 0; *needed = 0; /* * If we're on a ship, and we don't have enough food, * get some food off the carrying ship. (Don't starve * the ship, tho... */ /* doit - Only try to take food off the ship during the update */ if (ifood_eaten > lp->lnd_item[I_FOOD] && lp->lnd_ship >= 0 && doit) { need = ifood_eaten - lp->lnd_item[I_FOOD]; sp = getshipp(lp->lnd_ship); ship_eaten = etus * eatrate * (sp->shp_item[I_CIVIL] + sp->shp_item[I_MILIT] + sp->shp_item[I_UW]); if (sp->shp_item[I_FOOD] - need > ship_eaten) { lp->lnd_item[I_FOOD] += need; sp->shp_item[I_FOOD] -= need; } else if (sp->shp_item[I_FOOD] - ship_eaten > 0) { lp->lnd_item[I_FOOD] += sp->shp_item[I_FOOD] - ship_eaten; sp->shp_item[I_FOOD] -= sp->shp_item[I_FOOD] - ship_eaten; } } if (ifood_eaten > lp->lnd_item[I_FOOD]) { *needed = ifood_eaten - lp->lnd_item[I_FOOD]; people_left = (lp->lnd_item[I_FOOD] + 0.01) / (food_eaten + 0.01); /* only want to starve off at most 1/2 the populace. */ if (people_left < 0.5) people_left = 0.5; starved = total_people * (1 - people_left); lp->lnd_item[I_MILIT] -= starved; lp->lnd_item[I_FOOD] = 0; } else { lp->lnd_item[I_FOOD] -= (int)food_eaten; } return starved; }