367 lines
9.2 KiB
C
367 lines
9.2 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2010, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* sect.c: Do production for sectors
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Steve McClure, 1996
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* Markus Armbruster, 2004-2009
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*/
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#include <config.h>
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#include "budg.h"
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#include "item.h"
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#include "land.h"
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#include "lost.h"
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#include "path.h"
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#include "player.h"
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#include "product.h"
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#include "ship.h"
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#include "update.h"
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/*
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* Increase sector efficiency if old type == new type.
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* decrease sector efficiency if old type != new type.
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* Return amount of work used.
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*/
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static int
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upd_buildeff(struct natstr *np, struct sctstr *sp, int *workp,
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short *vec, int etu, int *desig, int sctwork, int *cost)
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{
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int work_cost = 0;
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int buildeff_work = *workp / 2;
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int n, hcms, lcms, neweff;
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unsigned char old_type = *desig;
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*cost = 0;
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neweff = sp->sct_effic;
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if (*desig != sp->sct_newtype) {
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/*
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* Tear down existing sector.
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* Easier to destroy than to build.
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*/
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work_cost = (sp->sct_effic + 3) / 4;
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if (work_cost > buildeff_work)
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work_cost = buildeff_work;
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buildeff_work -= work_cost;
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n = sp->sct_effic - work_cost * 4;
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if (n <= 0) {
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n = 0;
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*desig = sp->sct_newtype;
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}
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neweff = n;
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*cost += work_cost;
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if (!n && IS_BIG_CITY(old_type) &&
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!IS_BIG_CITY(*desig)) {
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// FIXME use trunc_people() and total_work()
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int maxpop = max_population(np->nat_level[NAT_RLEV], *desig, n);
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if (vec[I_CIVIL] > maxpop)
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vec[I_CIVIL] = maxpop;
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if (vec[I_UW] > maxpop)
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vec[I_UW] = maxpop;
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*workp = (vec[I_CIVIL] * sctwork) / 100.0
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+ (vec[I_MILIT] * 2 / 5.0) + vec[I_UW];
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*workp = roundavg((etu * *workp) / 100.0);
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buildeff_work = MIN((int)(*workp / 2), buildeff_work);
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}
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}
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if (*desig == sp->sct_newtype) {
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work_cost = 100 - neweff;
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if (work_cost > buildeff_work)
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work_cost = buildeff_work;
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if (dchr[*desig].d_lcms > 0) {
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lcms = vec[I_LCM];
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lcms /= dchr[*desig].d_lcms;
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if (work_cost > lcms)
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work_cost = lcms;
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}
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if (dchr[*desig].d_hcms > 0) {
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hcms = vec[I_HCM];
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hcms /= dchr[*desig].d_hcms;
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if (work_cost > hcms)
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work_cost = hcms;
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}
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neweff += work_cost;
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*cost += work_cost * dchr[*desig].d_build;
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buildeff_work -= work_cost;
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if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
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vec[I_LCM] -= work_cost * dchr[*desig].d_lcms;
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vec[I_HCM] -= work_cost * dchr[*desig].d_hcms;
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}
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}
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*workp = (*workp + 1) / 2 + buildeff_work;
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return neweff;
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}
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/*
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* enlistment sectors are special; they require military
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* to convert civ into mil in large numbers.
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* Conversion will happen much more slowly without
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* some mil initially.
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*/
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static int
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enlist(short *vec, int etu, int *cost)
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{
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int maxmil;
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int enlisted;
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/* Need to check treaties here */
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enlisted = 0;
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maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT];
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if (maxmil > 0) {
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enlisted = etu * (10 + vec[I_MILIT]) * 0.05;
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if (enlisted > maxmil)
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enlisted = maxmil;
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vec[I_CIVIL] -= enlisted;
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vec[I_MILIT] += enlisted;
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}
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*cost = enlisted * 3;
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return enlisted;
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}
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/* Fallout is calculated here. */
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static void
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meltitems(int etus, int fallout, int own, short *vec, int type, int x, int y,
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int uid)
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{
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i_type n;
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int melt;
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for (n = I_NONE + 1; n <= I_MAX; n++) {
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melt = roundavg(vec[n] * etus * (long)fallout
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/ (1000.0 * ichr[n].i_melt_denom));
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if (melt > vec[n])
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melt = vec[n];
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if (melt > 5 && own) {
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if (type == EF_SECTOR)
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wu(0, own, "Lost %d %s to radiation in %s.\n",
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melt, ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_LAND)
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wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
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uid, melt, ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_SHIP)
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wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
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uid, melt, ichr[n].i_name,
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xyas(x, y, own));
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}
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vec[n] -= melt;
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}
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}
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/*
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* Do fallout meltdown for sector SP.
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* ETUS above 24 are treated as 24 to avoid *huge* kill offs in
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* large ETU games.
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*/
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void
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do_fallout(struct sctstr *sp, int etus)
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{
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struct shpstr *spp;
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struct lndstr *lp;
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int i;
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/* This check shouldn't be needed, but just in case. :) */
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if (!sp->sct_fallout || !sp->sct_updated)
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return;
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if (etus > 24)
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etus = 24;
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meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item, EF_SECTOR,
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sp->sct_x, sp->sct_y, 0);
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for (i = 0; NULL != (lp = getlandp(i)); i++) {
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if (!lp->lnd_own)
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continue;
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if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
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continue;
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meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item, EF_LAND,
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lp->lnd_x, lp->lnd_y, lp->lnd_uid);
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}
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for (i = 0; NULL != (spp = getshipp(i)); i++) {
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if (!spp->shp_own)
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continue;
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if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
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continue;
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if (mchr[(int)spp->shp_type].m_flags & M_SUB)
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continue;
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meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item, EF_SHIP,
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spp->shp_x, spp->shp_y, spp->shp_uid);
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}
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}
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void
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spread_fallout(struct sctstr *sp, int etus)
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{
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struct sctstr *ap;
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int n;
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int inc;
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if (etus > 24)
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etus = 24;
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for (n = DIR_FIRST; n <= DIR_LAST; n++) {
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ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
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if (ap->sct_type == SCT_SANCT)
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continue;
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inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
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if (inc < 0)
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inc = 0;
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ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
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}
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}
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void
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decay_fallout(struct sctstr *sp, int etus)
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{
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int decay;
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if (etus > 24)
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etus = 24;
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decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
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(double)etus * (double)sp->sct_fallout);
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sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
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}
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/*
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* Produce for a specific nation
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*/
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void
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produce_sect(int natnum, int etu, struct bp *bp, long p_sect[][2])
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{
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struct sctstr *sp;
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struct natstr *np;
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short buf[I_MAX + 1];
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short *vec;
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int work, cost, ecost, pcost, sctwork;
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int n, desig, neweff, amount;
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for (n = 0; NULL != (sp = getsectid(n)); n++) {
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if (sp->sct_type == SCT_WATER)
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continue;
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if (sp->sct_own != natnum)
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continue;
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if (sp->sct_updated != 0)
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continue;
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np = getnatp(natnum);
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if (player->simulation) {
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/* work on a copy, which will be discarded */
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memcpy(buf, sp->sct_item, sizeof(buf));
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vec = buf;
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} else
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vec = sp->sct_item;
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/* If everybody is dead, the sector reverts to unowned.
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* This is also checked at the end of the production in
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* they all starved or were plagued off.
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*/
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if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 &&
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!has_units(sp->sct_x, sp->sct_y, sp->sct_own, NULL)) {
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if (!player->simulation) {
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makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
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sp->sct_own = 0;
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sp->sct_oldown = 0;
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}
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continue;
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}
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sp->sct_updated = 1;
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work = 0;
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sctwork = do_feed(sp, np, vec, &work, etu);
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bp_put_items(bp, sp, vec);
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if (sp->sct_off || np->nat_money < 0)
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continue;
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neweff = sp->sct_effic;
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amount = 0;
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pcost = cost = ecost = 0;
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desig = sp->sct_type;
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if (dchr[desig].d_maint) {
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cost = etu * dchr[desig].d_maint;
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p_sect[SCT_MAINT][0]++;
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p_sect[SCT_MAINT][1] += cost;
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if (!player->simulation)
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np->nat_money -= cost;
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}
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if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
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np->nat_money >= 0) {
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neweff = upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork,
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&cost);
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bp_put_items(bp, sp, vec);
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p_sect[SCT_EFFIC][0]++;
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p_sect[SCT_EFFIC][1] += cost;
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if (!player->simulation) {
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np->nat_money -= cost;
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sp->sct_type = desig;
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sp->sct_effic = neweff;
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}
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}
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if (desig == SCT_ENLIST && neweff >= 60 &&
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sp->sct_own == sp->sct_oldown) {
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p_sect[desig][0] += enlist(vec, etu, &ecost);
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p_sect[desig][1] += ecost;
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if (!player->simulation)
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np->nat_money -= ecost;
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bp_put_items(bp, sp, vec);
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}
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/*
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* now do the production (if sector effic >= 60%)
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*/
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if (neweff >= 60) {
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if (np->nat_money >= 0 && dchr[desig].d_prd >= 0)
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work -= produce(np, sp, vec, work, desig, neweff,
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&pcost, &amount);
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bp_put_items(bp, sp, vec);
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}
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bp_put_avail(bp, sp, work);
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p_sect[desig][0] += amount;
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p_sect[desig][1] += pcost;
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if (!player->simulation) {
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sp->sct_avail = work;
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np->nat_money -= pcost;
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}
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}
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}
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