/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2015, 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, 2004-2014
*/
#include
#include "budg.h"
#include "chance.h"
#include "item.h"
#include "land.h"
#include "lost.h"
#include "path.h"
#include "player.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;
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 * (double)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, int 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)) {
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;
}
}
}