empserver/src/lib/update/ship.c
Markus Armbruster 237baffca9 Supply prototypes where possible. This uncovered type errors with
thread entrypoints:
(lwpSelect, shutdown_sequence): Parameters didn't match thread entry
point prototype.
(lwpEntryPoint): Arguments didn't match thread entry point prototype.

Change linkage of functions without prototype declaration to static
where possible.

Remove some superflous declarations, replace others by suitable
includes.
2004-02-17 17:59:30 +00:00

532 lines
14 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
* related information and legal notices. It is expected that any future
* projects/authors will amend these files as needed.
*
* ---
*
* ship.c: Do production for ships
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
*/
#include "misc.h"
#include "var.h"
#include "sect.h"
#include "nat.h"
#include "ship.h"
#include "var.h"
#include "news.h"
#include "file.h"
#include "product.h"
#include "land.h"
#include "xy.h"
#include "nsc.h"
#include "optlist.h"
#include "player.h"
#include "update.h"
#include "common.h"
#include "subs.h"
#include "gen.h"
#include "lost.h"
#ifndef MIN
#define MIN(x,y) ((x) > (y) ? (y) : (x))
#endif
static int shiprepair(register struct shpstr *, int *, struct natstr *,
int *, int);
static void upd_ship(register struct shpstr *, int, register int,
struct natstr *, int *, int);
int
prod_ship(int etus, int natnum, int *bp, int build)
/* build = 1, maintain = 0 */
{
register struct shpstr *sp;
struct natstr *np;
int n, k = 0;
extern long sea_money[MAXNOC];
int start_money;
int lastx = 9999, lasty = 9999;
bp_enable_cachepath();
for (n = 0; NULL != (sp = getshipp(n)); n++) {
if (sp->shp_own == 0)
continue;
if (sp->shp_own != natnum)
continue;
np = getnatp(sp->shp_own);
start_money = np->nat_money;
if (lastx == 9999 || lasty == 9999) {
lastx = sp->shp_x;
lasty = sp->shp_y;
}
if (lastx != sp->shp_x || lasty != sp->shp_y) {
/* Reset the cache */
bp_disable_cachepath();
bp_clear_cachepath();
bp_enable_cachepath();
}
upd_ship(sp, n, etus, np, bp, build);
if (build && !player->simulation) /* make sure to only autonav once */
nav_ship(sp); /* autonav the ship */
sea_money[sp->shp_own] += np->nat_money - start_money;
if ((build && (np->nat_money != start_money)) || (!build))
k++;
if (player->simulation)
np->nat_money = start_money;
}
bp_disable_cachepath();
bp_clear_cachepath();
if (opt_SAIL) {
if (build && !player->simulation) /* make sure to only sail once */
sail_ship(natnum);
}
return k;
}
static void
upd_ship(register struct shpstr *sp, int shipno, register int etus,
struct natstr *np, int *bp, int build)
/* build = 1, maintain = 0 */
{
extern long pops[];
struct sctstr *sectp;
struct mchrstr *mp;
int vec[I_MAX + 1];
int cvec[I_MAX + 1];
int oil_gained;
int max_oil;
int max_food;
struct pchrstr *product;
s_char *resource;
int n;
int mult;
extern double money_ship;
int needed;
int cost;
int eff;
mp = &mchr[(int)sp->shp_type];
getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
if (build == 1) {
if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
return;
if (sp->shp_effic < SHIP_MINEFF ||
!shiprepair(sp, vec, np, bp, etus)) {
makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
sp->shp_y);
sp->shp_own = 0;
return;
}
} else {
mult = 1;
if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
mult = 2;
cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
if ((np->nat_priorities[PRI_SMAINT] == 0 ||
np->nat_money < cost) && !player->simulation) {
if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
wu(0, sp->shp_own,
"%s lost to lack of maintenance\n", prship(sp));
makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
sp->shp_y);
sp->shp_own = 0;
return;
}
wu(0, sp->shp_own,
"%s lost %d%% to lack of maintenance\n",
prship(sp), sp->shp_effic - eff);
sp->shp_effic = eff;
} else {
np->nat_money -= cost;
}
sectp = getsectp(sp->shp_x, sp->shp_y);
if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER))
&& !player->simulation) {
/*
* take care of oil production
*/
oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0)
* sectp->sct_oil);
vec[I_OIL] += oil_gained;
max_oil = vl_find(V_OIL, mp->m_vtype, mp->m_vamt, mp->m_nv);
if (vec[I_OIL] > max_oil)
vec[I_OIL] = max_oil;
product = &pchr[P_OIL];
if (product->p_nrdep != 0 && oil_gained > 0) {
resource = ((s_char *)sectp) + product->p_nrndx;
*resource -= roundavg(oil_gained *
product->p_nrdep / 100.0);
}
}
if (((mp->m_flags & M_FOOD) && (sectp->sct_type == SCT_WATER))
&& !player->simulation) {
sectp = getsectp(sp->shp_x, sp->shp_y);
vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
* sectp->sct_fertil;
}
/* Military costs are now part of regular military costs, not ship costs */
/* np->nat_money += (int) (etus * vec[I_MILIT] * money_mil);*/
if (!player->simulation) {
if ((n = feed_ship(sp, vec, etus, &needed, 1)) > 0) {
wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
if (n > 10)
nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
}
max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
if (vec[I_FOOD] > max_food)
vec[I_FOOD] = max_food;
/*
* do plague stuff. plague can't break out on ships,
* but it can still kill people.
*/
getvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
if (cvec[C_PSTAGE] > 0) {
n = plague_people(np, vec, cvec, etus);
switch (n) {
case PLG_DYING:
wu(0, sp->shp_own,
"PLAGUE deaths reported on %s\n", prship(sp));
nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
break;
case PLG_INFECT:
wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
break;
case PLG_INCUBATE:
/* Are we still incubating? */
if (n == cvec[C_PSTAGE]) {
/* Yes. Will it turn "infectious" next time? */
if (cvec[C_PTIME] <= etus) {
/* Yes. Report an outbreak. */
wu(0, sp->shp_own,
"Outbreak of PLAGUE on %s!\n", prship(sp));
nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
}
} else {
/* It has already moved on to "infectious" */
wu(0, sp->shp_own,
"%s battling PLAGUE\n", prship(sp));
}
break;
case PLG_EXPOSED:
/* Has the plague moved to "incubation" yet? */
if (n != cvec[C_PSTAGE]) {
/* Yes. Will it turn "infectious" next time? */
if (cvec[C_PTIME] <= etus) {
/* Yes. Report an outbreak. */
wu(0, sp->shp_own,
"Outbreak of PLAGUE on %s!\n", prship(sp));
nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
}
}
break;
default:
break;
}
putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
}
putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
pops[sp->shp_own] += vec[I_CIVIL];
}
}
}
/*
* idea is: a sector full of workers can fix up eight
* battleships +8 % eff each etu. This will cost around
* 8 * 8 * $40 = $2560!
*/
static int
shiprepair(register struct shpstr *ship, int *vec, struct natstr *np,
int *bp, int etus)
{
extern int ship_grow_scale;
register int delta;
struct sctstr *sp;
struct mchrstr *mp;
float leftp, buildp;
int left, build;
int lcm_needed, hcm_needed;
int wf;
int avail;
int w_p_eff;
int mult;
int svec[I_MAX + 1];
int mvec[I_MAX + 1];
int rel;
mp = &mchr[(int)ship->shp_type];
sp = getsectp(ship->shp_x, ship->shp_y);
if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
rel = getrel(getnatp(sp->sct_own), ship->shp_own);
if (rel < FRIENDLY)
return 1;
}
wf = 0;
/* only military can work on a military boat */
if (ship->shp_glim > 0)
wf = etus * vec[I_MILIT] / 2;
else
wf = etus * (vec[I_CIVIL] / 2 + vec[I_MILIT] / 5);
if (sp->sct_type != SCT_HARBR) {
wf /= 3;
avail = wf;
} else {
if (!player->simulation)
avail = wf + sp->sct_avail * 100;
else
avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
}
w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
if (sp->sct_type != SCT_HARBR) {
int abs_max, amt;
if (ship->shp_glim > 0) {
abs_max = vl_find(V_MILIT, mp->m_vtype,
mp->m_vamt, (int)mp->m_nv);
amt = vec[I_MILIT];
} else {
abs_max = vl_find(V_CIVIL, mp->m_vtype,
mp->m_vamt, (int)mp->m_nv);
amt = vec[I_CIVIL];
if (abs_max == 0) {
abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt,
(int)mp->m_nv);
amt = vec[I_MILIT];
}
}
if (abs_max == 0) {
logerror("Abs max of 0 for ship %d\n", ship->shp_uid);
abs_max = 1;
}
avail -= (etus * (100 - ((amt * 100) / abs_max))) / 7;
/* think of it as entropy in action */
}
if (avail <= 0) {
if (!player->simulation) {
if (opt_SHIP_DECAY) {
ship->shp_effic += avail / w_p_eff;
}
return 1;
}
}
if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
return 1;
getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
mult = 1;
if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
mult = 2;
if (ship->shp_effic == 100) {
/* ship is ok; no repairs needed */
return 1;
}
left = 100 - ship->shp_effic;
delta = roundavg((double)avail / w_p_eff);
if (delta <= 0)
return 1;
if (delta > etus * ship_grow_scale)
delta = etus * ship_grow_scale;
if (delta > left)
delta = left;
/* delta is the max amount we can grow */
left = 100 - ship->shp_effic;
if (left > delta)
left = delta;
leftp = ((float)left / 100.0);
memset(mvec, 0, sizeof(mvec));
mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp), 1);
mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1);
get_materials(sp, bp, mvec, 0);
if (mvec[I_LCM] >= lcm_needed)
buildp = leftp;
else
buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
if (mvec[I_HCM] < hcm_needed)
buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
build = ldround((double)(buildp * 100.0), 1);
memset(mvec, 0, sizeof(mvec));
mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
get_materials(sp, bp, mvec, 1);
if (sp->sct_type != SCT_HARBR)
build = delta;
wf -= build * w_p_eff;
if (wf < 0) {
/*
* I didn't use roundavg here, because I want to penalize
* the player with a large number of ships.
*/
if (!player->simulation)
avail = (sp->sct_avail * 100 + wf) / 100;
else
avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
if (avail < 0)
avail = 0;
if (!player->simulation)
sp->sct_avail = avail;
else
pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
}
if (sp->sct_type != SCT_HARBR)
if ((build + ship->shp_effic) > 80) {
build = 80 - ship->shp_effic;
if (build < 0)
build = 0;
}
np->nat_money -= mult * mp->m_cost * build / 100.0;
if (!player->simulation)
ship->shp_effic += (s_char)build;
return 1;
}
/*
* returns the number who starved, if any.
*/
int
feed_ship(struct shpstr *sp, register int *vec, int etus, int *needed,
int doit)
{
extern double eatrate;
double food_eaten, land_eaten;
double people_left;
int ifood_eaten;
int can_eat, need;
int total_people;
int to_starve;
int starved, lvec[I_MAX + 1];
struct nstr_item ni;
struct lndstr *lp;
if (opt_NOFOOD)
return 0; /* no food no work to do */
food_eaten =
(etus * eatrate) * (vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]);
ifood_eaten = (int)food_eaten;
if ((food_eaten - ifood_eaten) > 0)
ifood_eaten++;
starved = 0;
*needed = 0;
if (!player->simulation && food_eaten > vec[I_FOOD])
vec[I_FOOD] += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
I_FOOD, (ifood_eaten - vec[I_FOOD]));
if (food_eaten > vec[I_FOOD]) {
/* doit - only steal food from land units during the update */
if (sp->shp_nland > 0 && doit) {
snxtitem_all(&ni, EF_LAND);
while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) &&
(food_eaten > vec[I_FOOD])) {
if (lp->lnd_ship != sp->shp_uid)
continue;
need = ifood_eaten - vec[I_FOOD];
getvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
land_eaten = (etus * eatrate) * (double)lnd_getmil(lp);
if (lvec[I_FOOD] - need > land_eaten) {
vec[I_FOOD] += need;
lvec[I_FOOD] -= need;
} else if ((lvec[I_FOOD] - land_eaten) > 0) {
vec[I_FOOD] += (lvec[I_FOOD] - land_eaten);
lvec[I_FOOD] -= (lvec[I_FOOD] - land_eaten);
}
putvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
}
}
}
if (food_eaten > vec[I_FOOD]) {
*needed = food_eaten - vec[I_FOOD];
if (*needed < (food_eaten - vec[I_FOOD]))
(*needed)++;
if (opt_NEW_STARVE) {
can_eat = (vec[I_FOOD] / (etus * eatrate));
total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
/* only want to starve off at most 1/2 the populace. */
if (can_eat < (total_people / 2))
can_eat = total_people / 2;
to_starve = total_people - can_eat;
while (to_starve && vec[I_UW]) {
to_starve--;
starved++;
vec[I_UW]--;
}
while (to_starve && vec[I_CIVIL]) {
to_starve--;
starved++;
vec[I_CIVIL]--;
}
while (to_starve && vec[I_MILIT]) {
to_starve--;
starved++;
vec[I_MILIT]--;
}
vec[I_FOOD] = 0;
} else { /* ! opt_NEW_STARVE */
people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
/* only want to starve off at most 1/2 the populace. */
if (people_left < 0.5)
people_left = 0.5;
vec[I_CIVIL] = (int)(vec[I_CIVIL] * people_left);
vec[I_MILIT] = (int)(vec[I_MILIT] * people_left);
vec[I_UW] = (int)(vec[I_UW] * people_left);
starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
vec[I_FOOD] = 0;
}
} else {
vec[I_FOOD] -= (int)food_eaten;
}
return starved;
}