/* * 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. * * --- * * sect.c: Do production for sectors * * Known contributors to this file: * Dave Pare, 1986 * Steve McClure, 1996 * Markus Armbruster, 2004-2010 */ #include #include "budg.h" #include "item.h" #include "land.h" #include "lost.h" #include "path.h" #include "player.h" #include "product.h" #include "ship.h" #include "update.h" /* * Increase sector efficiency if old type == new type. * decrease sector efficiency if old type != new type. * Return amount of work used. */ static int upd_buildeff(struct natstr *np, struct sctstr *sp, int *workp, short *vec, int etu, int *desig, int sctwork, int *cost) { int work_cost = 0; int buildeff_work = *workp / 2; int n, hcms, lcms, neweff; unsigned char old_type = *desig; *cost = 0; neweff = sp->sct_effic; if (*desig != sp->sct_newtype) { /* * Tear down existing sector. * Easier to destroy than to build. */ work_cost = (sp->sct_effic + 3) / 4; if (work_cost > buildeff_work) work_cost = buildeff_work; buildeff_work -= work_cost; n = sp->sct_effic - work_cost * 4; if (n <= 0) { n = 0; *desig = sp->sct_newtype; } neweff = n; *cost += work_cost; if (!n && IS_BIG_CITY(old_type) && !IS_BIG_CITY(*desig)) { // FIXME use trunc_people() and total_work() int maxpop = max_population(np->nat_level[NAT_RLEV], *desig, n); if (vec[I_CIVIL] > maxpop) vec[I_CIVIL] = maxpop; if (vec[I_UW] > maxpop) vec[I_UW] = maxpop; *workp = (vec[I_CIVIL] * sctwork) / 100.0 + (vec[I_MILIT] * 2 / 5.0) + vec[I_UW]; *workp = roundavg((etu * *workp) / 100.0); buildeff_work = MIN((int)(*workp / 2), buildeff_work); } } if (*desig == sp->sct_newtype) { work_cost = 100 - neweff; if (work_cost > buildeff_work) work_cost = buildeff_work; if (dchr[*desig].d_lcms > 0) { lcms = vec[I_LCM]; lcms /= dchr[*desig].d_lcms; if (work_cost > lcms) work_cost = lcms; } if (dchr[*desig].d_hcms > 0) { hcms = vec[I_HCM]; hcms /= dchr[*desig].d_hcms; if (work_cost > hcms) work_cost = hcms; } neweff += work_cost; *cost += work_cost * dchr[*desig].d_build; buildeff_work -= work_cost; if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) { vec[I_LCM] -= work_cost * dchr[*desig].d_lcms; vec[I_HCM] -= work_cost * dchr[*desig].d_hcms; } } *workp = (*workp + 1) / 2 + buildeff_work; return neweff; } /* * enlistment sectors are special; they require military * to convert civ into mil in large numbers. * Conversion will happen much more slowly without * some mil initially. */ static int enlist(short *vec, int etu, int *cost) { int maxmil; int enlisted; /* Need to check treaties here */ enlisted = 0; maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT]; if (maxmil > 0) { enlisted = etu * (10 + vec[I_MILIT]) * 0.05; if (enlisted > maxmil) enlisted = maxmil; vec[I_CIVIL] -= enlisted; vec[I_MILIT] += enlisted; } *cost = enlisted * 3; return enlisted; } /* Fallout is calculated here. */ static void meltitems(int etus, int fallout, int own, short *vec, int type, int x, int y, int uid) { i_type n; int melt; for (n = I_NONE + 1; n <= I_MAX; n++) { melt = roundavg(vec[n] * etus * (long)fallout / (1000.0 * ichr[n].i_melt_denom)); if (melt > vec[n]) melt = vec[n]; if (melt > 5 && own) { if (type == EF_SECTOR) wu(0, own, "Lost %d %s to radiation in %s.\n", melt, ichr[n].i_name, xyas(x, y, own)); else if (type == EF_LAND) wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n", uid, melt, ichr[n].i_name, xyas(x, y, own)); else if (type == EF_SHIP) wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n", uid, melt, ichr[n].i_name, xyas(x, y, own)); } vec[n] -= melt; } } /* * Do fallout meltdown for sector SP. * ETUS above 24 are treated as 24 to avoid *huge* kill offs in * large ETU games. */ void do_fallout(struct sctstr *sp, int etus) { struct shpstr *spp; struct lndstr *lp; int i; /* This check shouldn't be needed, but just in case. :) */ if (!sp->sct_fallout || !sp->sct_updated) return; if (etus > 24) etus = 24; meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item, EF_SECTOR, sp->sct_x, sp->sct_y, 0); for (i = 0; NULL != (lp = getlandp(i)); i++) { if (!lp->lnd_own) continue; if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y) continue; meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item, EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid); } for (i = 0; NULL != (spp = getshipp(i)); i++) { if (!spp->shp_own) continue; if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y) continue; if (mchr[(int)spp->shp_type].m_flags & M_SUB) continue; meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item, EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid); } } void spread_fallout(struct sctstr *sp, int etus) { struct sctstr *ap; int n; int inc; if (etus > 24) etus = 24; for (n = DIR_FIRST; n <= DIR_LAST; n++) { ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]); if (ap->sct_type == SCT_SANCT) continue; inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1; if (inc < 0) inc = 0; ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX); } } void decay_fallout(struct sctstr *sp, int etus) { int decay; if (etus > 24) etus = 24; decay = roundavg((decay_per_etu + 6.0) * fallout_spread * (double)etus * (double)sp->sct_fallout); sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0; } /* * Produce for a specific nation */ void produce_sect(int natnum, int etu, struct bp *bp, long p_sect[][2]) { struct sctstr *sp; struct natstr *np; short buf[I_MAX + 1]; short *vec; int work, cost, ecost, pcost, sctwork; int n, desig, neweff, amount; for (n = 0; NULL != (sp = getsectid(n)); n++) { if (sp->sct_type == SCT_WATER) continue; if (sp->sct_own != natnum) continue; if (sp->sct_updated != 0) continue; np = getnatp(natnum); if (player->simulation) { /* work on a copy, which will be discarded */ memcpy(buf, sp->sct_item, sizeof(buf)); vec = buf; } else vec = sp->sct_item; /* If everybody is dead, the sector reverts to unowned. * This is also checked at the end of the production in * they all starved or were plagued off. */ if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 && !has_units(sp->sct_x, sp->sct_y, sp->sct_own, NULL)) { if (!player->simulation) { makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y); sp->sct_own = 0; sp->sct_oldown = 0; } continue; } sp->sct_updated = 1; work = 0; sctwork = do_feed(sp, np, vec, &work, etu); bp_put_items(bp, sp, vec); if (sp->sct_off || np->nat_money < 0) continue; neweff = sp->sct_effic; amount = 0; pcost = cost = ecost = 0; desig = sp->sct_type; if (dchr[desig].d_maint) { cost = etu * dchr[desig].d_maint; p_sect[SCT_MAINT][0]++; p_sect[SCT_MAINT][1] += cost; if (!player->simulation) np->nat_money -= cost; } if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) && np->nat_money >= 0) { neweff = upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork, &cost); bp_put_items(bp, sp, vec); p_sect[SCT_EFFIC][0]++; p_sect[SCT_EFFIC][1] += cost; if (!player->simulation) { np->nat_money -= cost; sp->sct_type = desig; sp->sct_effic = neweff; } } if (desig == SCT_ENLIST && neweff >= 60 && sp->sct_own == sp->sct_oldown) { p_sect[desig][0] += enlist(vec, etu, &ecost); p_sect[desig][1] += ecost; if (!player->simulation) np->nat_money -= ecost; bp_put_items(bp, sp, vec); } /* * now do the production (if sector effic >= 60%) */ if (neweff >= 60) { if (np->nat_money >= 0 && dchr[desig].d_prd >= 0) work -= produce(np, sp, vec, work, desig, neweff, &pcost, &amount); bp_put_items(bp, sp, vec); } bp_put_avail(bp, sp, work); p_sect[desig][0] += amount; p_sect[desig][1] += pcost; if (!player->simulation) { sp->sct_avail = work; np->nat_money -= pcost; } } }