/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2011, 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. * * --- * * supply.c: Supply subroutines * * Known contributors to this file: * Markus Armbruster, 2004-2011 */ #include #include #include "empobj.h" #include "file.h" #include "land.h" #include "nat.h" #include "optlist.h" #include "path.h" #include "player.h" #include "prototypes.h" #include "sect.h" #include "ship.h" static int s_commod(struct empobj *, short *, i_type, int, int, int); static int get_minimum(struct lndstr *, i_type); int sct_supply(struct sctstr *sp, i_type type, int wanted) { return s_commod((struct empobj *)sp, sp->sct_item, type, wanted, ITEM_MAX, 1); } int shp_supply(struct shpstr *sp, i_type type, int wanted) { return s_commod((struct empobj *)sp, sp->shp_item, type, wanted, mchr[sp->shp_type].m_item[type], 1); } int lnd_supply(struct lndstr *lp, i_type type, int wanted) { return s_commod((struct empobj *)lp, lp->lnd_item, type, wanted, lchr[lp->lnd_type].l_item[type], 1); } int lnd_in_supply(struct lndstr *lp) { if (!opt_NOFOOD) { if (lp->lnd_item[I_FOOD] < get_minimum(lp, I_FOOD)) return 0; } return lp->lnd_item[I_SHELL] >= get_minimum(lp, I_SHELL); } int lnd_supply_all(struct lndstr *lp) { int fail = 0; if (!opt_NOFOOD) fail |= !lnd_supply(lp, I_FOOD, get_minimum(lp, I_FOOD)); fail |= !lnd_supply(lp, I_SHELL, get_minimum(lp, I_SHELL)); return !fail; } /* * Actually get the commod * * First, try to forage in the sector * Second look for a warehouse or headquarters to leech * Third, look for a ship we own in a harbor * Fourth, look for supplies in a supply unit we own * (one good reason to do this last is that the supply * unit will then call resupply, taking more time) * * May want to put code to resupply with SAMs here, later --ts */ static int s_commod(struct empobj *sink, short *vec, i_type type, int wanted, int limit, int actually_doit) { natid own = sink->own; coord x = sink->x; coord y = sink->y; int lookrange; struct sctstr sect; struct nstr_sect ns; struct nstr_item ni; struct lchrstr *lcp; struct shpstr ship; struct lndstr land; /* leave at least 1 military in sectors/ships */ int minimum = 0; int can_move; double move_cost, weight, mobcost; int packing; struct dchrstr *dp; struct ichrstr *ip; if (wanted > limit) wanted = limit; if (wanted <= vec[type]) return 1; wanted -= vec[type]; /* try to get it from sector we're in */ if (sink->ef_type != EF_SECTOR) { getsect(x, y, §); if (sect.sct_own == own) { if (!opt_NOFOOD && type == I_FOOD) minimum = 1 + (int)ceil(food_needed(sect.sct_item, etu_per_update)); if (sect.sct_item[type] - wanted >= minimum) { sect.sct_item[type] -= wanted; if (actually_doit) { vec[type] += wanted; putsect(§); put_empobj(sink->ef_type, sink->uid, sink); } return 1; } else if (sect.sct_item[type] - minimum > 0) { wanted -= sect.sct_item[type] - minimum; sect.sct_item[type] = minimum; if (actually_doit) { vec[type] += sect.sct_item[type] - minimum; putsect(§); } } } } /* look for a headquarters or warehouse */ lookrange = tfact(own, 10.0); snxtsct_dist(&ns, x, y, lookrange); while (nxtsct(&ns, §) && wanted) { if (ns.curdist == 0) continue; if (sect.sct_own != own) continue; if ((sect.sct_type != SCT_WAREH) && (sect.sct_type != SCT_HEADQ) && (sect.sct_type != SCT_HARBR)) continue; if ((sect.sct_type == SCT_HEADQ) && (sect.sct_dist_x == sect.sct_x) && (sect.sct_dist_y == sect.sct_y)) continue; if (sect.sct_effic < 60) continue; move_cost = path_find(sect.sct_x, sect.sct_y, x, y, own, MOB_MOVE); if (move_cost < 0) continue; if (!opt_NOFOOD && type == I_FOOD) minimum = 1 + (int)ceil(food_needed(sect.sct_item, etu_per_update)); if (sect.sct_item[type] <= minimum) continue; ip = &ichr[type]; dp = &dchr[sect.sct_type]; packing = ip->i_pkg[dp->d_pkg]; if (packing > 1 && sect.sct_effic < 60) packing = 1; weight = (double)ip->i_lbs / packing; mobcost = move_cost * weight; if (mobcost > 0) can_move = (double)sect.sct_mobil / mobcost; else can_move = sect.sct_item[type] - minimum; if (can_move > sect.sct_item[type] - minimum) can_move = sect.sct_item[type] - minimum; if (can_move >= wanted) { int n; sect.sct_item[type] -= wanted; /* take off mobility for delivering sect */ n = roundavg(wanted * weight * move_cost); if (n < 0) n = 0; if (n > sect.sct_mobil) n = sect.sct_mobil; sect.sct_mobil -= n; if (actually_doit) { vec[type] += wanted; putsect(§); put_empobj(sink->ef_type, sink->uid, sink); } return 1; } else if (can_move > 0) { int n; wanted -= can_move; sect.sct_item[type] -= can_move; /* take off mobility for delivering sect */ n = roundavg(can_move * weight * move_cost); if (n < 0) n = 0; if (n > sect.sct_mobil) n = sect.sct_mobil; sect.sct_mobil -= n; if (actually_doit) { vec[type] += can_move; putsect(§); } } } /* look for an owned ship in a harbor */ snxtitem_dist(&ni, EF_SHIP, x, y, lookrange); while (nxtitem(&ni, &ship) && wanted) { if (sink->ef_type == EF_SHIP && sink->uid == ship.shp_uid) continue; if (ship.shp_own != own) continue; if (!(mchr[(int)ship.shp_type].m_flags & M_SUPPLY)) continue; getsect(ship.shp_x, ship.shp_y, §); if (sect.sct_type != SCT_HARBR) continue; if (sect.sct_effic < 2) continue; move_cost = path_find(sect.sct_x, sect.sct_y, x, y, own, MOB_MOVE); if (move_cost < 0) continue; if (!opt_NOFOOD && type == I_FOOD) minimum = 1 + (int)ceil(food_needed(ship.shp_item, etu_per_update)); if (ship.shp_item[type] <= minimum) continue; ip = &ichr[type]; dp = &dchr[sect.sct_type]; packing = ip->i_pkg[dp->d_pkg]; if (packing > 1 && sect.sct_effic < 60) packing = 1; weight = (double)ip->i_lbs / packing; mobcost = move_cost * weight; if (mobcost > 0) can_move = (double)sect.sct_mobil / mobcost; else can_move = ship.shp_item[type] - minimum; if (can_move > ship.shp_item[type] - minimum) can_move = ship.shp_item[type] - minimum; if (can_move >= wanted) { int n; ship.shp_item[type] -= wanted; n = roundavg(wanted * weight * move_cost); if (n < 0) n = 0; if (n > sect.sct_mobil) n = sect.sct_mobil; sect.sct_mobil -= n; if (actually_doit) { vec[type] += can_move; putship(ship.shp_uid, &ship); putsect(§); put_empobj(sink->ef_type, sink->uid, sink); } return 1; } else if (can_move > 0) { int n; wanted -= can_move; ship.shp_item[type] -= can_move; n = roundavg(can_move * weight * move_cost); if (n < 0) n = 0; if (n > sect.sct_mobil) n = sect.sct_mobil; sect.sct_mobil -= n; if (actually_doit) { vec[type] += can_move; putship(ship.shp_uid, &ship); putsect(§); } } } /* look for an owned supply unit */ snxtitem_dist(&ni, EF_LAND, x, y, lookrange); while (nxtitem(&ni, &land) && wanted) { int min; if (sink->ef_type == EF_LAND && sink->uid == land.lnd_uid) continue; if (land.lnd_own != own) continue; lcp = &lchr[(int)land.lnd_type]; if (!(lcp->l_flags & L_SUPPLY)) continue; if (land.lnd_item[type] <= get_minimum(&land, type)) continue; if (land.lnd_ship >= 0) { getsect(land.lnd_x, land.lnd_y, §); if (sect.sct_type != SCT_HARBR || sect.sct_effic < 2) continue; } move_cost = path_find(land.lnd_x, land.lnd_y, x, y, own, MOB_MOVE); if (move_cost < 0) continue; #if 0 /* * Recursive supply is disabled for now. It can introduce * cycles into the "resupplies from" relation. The code below * attempts to break these cycles by temporarily zapping the * commodity being supplied. That puts the land file in a * funny state temporarily, risking loss of supplies when * something goes wrong on the way. Worse, it increases * lnd_seqno even when !actually_doit, which can lead to * spurious seqno mismatch oopses in users of * lnd_could_be_supplied(). I can't be bothered to clean up * this mess right now, because recursive resupply is too dumb * to be really useful anyway: each step uses the first source * it finds, without consideration of mobility cost. If you * re-enable it, don't forget to uncomment its documentation * in supply.t as well. */ if (land.lnd_item[type] - wanted < get_minimum(&land, type)) { struct lndstr save; /* * Temporarily zap this unit's store, so the recursion * avoids it. */ save = land; land.lnd_item[type] = 0; putland(land.lnd_uid, &land); save.lnd_seqno = land.lnd_seqno; s_commod((struct empobj *)&land, land.lnd_item, type, wanted, lchr[land.lnd_type].l_item[type] - wanted, actually_doit); land.lnd_item[type] += save.lnd_item[type]; if (actually_doit) putland(land.lnd_uid, &land); else putland(save.lnd_uid, &save); } #endif min = get_minimum(&land, type); ip = &ichr[type]; weight = ip->i_lbs; mobcost = move_cost * weight; if (mobcost > 0) can_move = (double)land.lnd_mobil / mobcost; else can_move = land.lnd_item[type] - min; if (can_move > land.lnd_item[type] - min) can_move = land.lnd_item[type] - min; if (can_move >= wanted) { land.lnd_item[type] -= wanted; land.lnd_mobil -= roundavg(wanted * weight * move_cost); if (actually_doit) { vec[type] += wanted; putland(land.lnd_uid, &land); put_empobj(sink->ef_type, sink->uid, sink); } return 1; } else if (can_move > 0) { wanted -= can_move; land.lnd_item[type] -= can_move; land.lnd_mobil -= roundavg(can_move * weight * move_cost); if (actually_doit) { vec[type] += can_move; putland(land.lnd_uid, &land); } } } if (actually_doit) put_empobj(sink->ef_type, sink->uid, sink); return 0; } /* * We want to get enough shells to fire once, * one update's worth of food. */ static int get_minimum(struct lndstr *lp, i_type type) { struct lchrstr *lcp; int max, want = 0; lcp = &lchr[(int)lp->lnd_type]; max = lcp->l_item[type]; switch (type) { case I_FOOD: if (opt_NOFOOD) return 0; /* no food reqd, get out */ want = (int)ceil(food_needed(lp->lnd_item, etu_per_update)); break; case I_SHELL: want = lcp->l_ammo; break; default: return 0; } if (want > max) want = max; return want; } int lnd_could_be_supplied(struct lndstr *lp) { int res, food, food_needed, shells_needed, shells; if (!opt_NOFOOD) { food_needed = get_minimum(lp, I_FOOD); food = lp->lnd_item[I_FOOD]; if (food < food_needed) { res = s_commod((struct empobj *)lp, lp->lnd_item, I_FOOD, food_needed, lchr[lp->lnd_type].l_item[I_FOOD], 0); lp->lnd_item[I_FOOD] = food; if (!res) return 0; } } shells_needed = lchr[lp->lnd_type].l_ammo; shells = lp->lnd_item[I_SHELL]; if (shells < shells_needed) { res = s_commod((struct empobj *)lp, lp->lnd_item, I_SHELL, shells_needed, lchr[lp->lnd_type].l_item[I_SHELL], 0); lp->lnd_item[I_SHELL] = shells; if (!res) return 0; } return 1; }