/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2009, 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 * Markus Armbruster, 2006-2009 */ #include #include #include "budg.h" #include "land.h" #include "lost.h" #include "news.h" #include "plague.h" #include "player.h" #include "ship.h" #include "update.h" static void landrepair(struct lndstr *, struct natstr *, struct bp *, int); static void upd_land(struct lndstr *, int, struct natstr *, struct bp *, int); static int feed_land(struct lndstr *, int); int prod_land(int etus, int natnum, struct bp *bp, int build) /* build = 1, maintain = 0 */ { struct lndstr *lp; struct sctstr *sp; struct natstr *np; int n, k = 0; int start_money; for (n = 0; NULL != (lp = getlandp(n)); n++) { if (lp->lnd_own == 0) continue; if (lp->lnd_own != natnum) continue; if (lp->lnd_effic < LAND_MINEFF) { makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y); lp->lnd_own = 0; continue; } sp = getsectp(lp->lnd_x, lp->lnd_y); if (sp->sct_type == SCT_SANCT) continue; 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; } return k; } static void upd_land(struct lndstr *lp, int etus, struct natstr *np, struct bp *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 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 (!lp->lnd_off && np->nat_money >= 0) landrepair(lp, np, bp, etus); if (!player->simulation) lp->lnd_off = 0; } 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 * lcp->l_cost)); if (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; lp->lnd_ship = lp->lnd_land = -1; 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; } if (!player->simulation) { /* feed */ if ((n = feed_land(lp, etus)) > 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 */ } } static void landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus) { int delta; struct sctstr *sp; struct lchrstr *lp; int build; 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; 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; } if ((sp->sct_own != land->lnd_own) && (getrel(getnatp(sp->sct_own), land->lnd_own) != ALLIED)) return; if (!player->simulation) avail = sp->sct_avail * 100; else avail = bp_get_avail(bp, sp) * 100; w_p_eff = LND_BLD_WORK(lp->l_lcm, lp->l_hcm); delta = roundavg((double)avail / w_p_eff); if (delta <= 0) return; if (delta > (int)((float)etus * land_grow_scale)) delta = (int)((float)etus * land_grow_scale); if (delta > 100 - land->lnd_effic) delta = 100 - land->lnd_effic; memset(mvec, 0, sizeof(mvec)); mvec[I_LCM] = lp->l_lcm; mvec[I_HCM] = lp->l_hcm; build = get_materials(sp, bp, mvec, delta); if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR)) build /= 3; avail -= build * w_p_eff; if (avail < 0) avail = 0; if (!player->simulation) sp->sct_avail = avail / 100; else bp_put_avail(bp, sp, avail / 100); 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; } } /* * returns the number who starved, if any. */ static int feed_land(struct lndstr *lp, int etus) { return feed_people(lp->lnd_item, etus); }