381 lines
10 KiB
C
381 lines
10 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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* ship.c: Do production for ships
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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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* Ron Koenderink, 2004
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* Markus Armbruster, 2006-2009
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*/
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#include <config.h>
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#include <math.h>
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#include "budg.h"
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#include "land.h"
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#include "lost.h"
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#include "news.h"
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#include "plague.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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static void shiprepair(struct shpstr *, struct natstr *, struct bp *, int);
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static void upd_ship(struct shpstr *, int, struct natstr *, struct bp *, int);
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static int feed_ship(struct shpstr *, int);
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int
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prod_ship(int etus, int natnum, struct bp *bp, int build)
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/* build = 1, maintain = 0 */
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{
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struct shpstr *sp;
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struct natstr *np;
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int n, k = 0;
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int start_money;
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for (n = 0; NULL != (sp = getshipp(n)); n++) {
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if (sp->shp_own == 0)
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continue;
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if (sp->shp_own != natnum)
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continue;
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if (sp->shp_effic < SHIP_MINEFF) {
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makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
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sp->shp_x, sp->shp_y);
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sp->shp_own = 0;
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continue;
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}
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np = getnatp(sp->shp_own);
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start_money = np->nat_money;
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upd_ship(sp, etus, np, bp, build);
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if (build && !player->simulation) /* make sure to only autonav once */
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nav_ship(sp); /* autonav the ship */
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sea_money[sp->shp_own] += np->nat_money - start_money;
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if (!build || np->nat_money != start_money)
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k++;
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if (player->simulation)
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np->nat_money = start_money;
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}
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if (opt_SAIL) {
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if (build && !player->simulation) /* make sure to only sail once */
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sail_ship(natnum);
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}
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return k;
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}
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static void
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upd_ship(struct shpstr *sp, int etus,
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struct natstr *np, struct bp *bp, int build)
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/* build = 1, maintain = 0 */
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{
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struct sctstr *sectp;
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struct mchrstr *mp;
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int pstage, ptime;
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int oil_gained;
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int max_oil;
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int max_food;
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struct pchrstr *product;
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unsigned char *resource;
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int dep;
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int n;
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int mult;
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int cost;
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int eff;
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mp = &mchr[(int)sp->shp_type];
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if (build == 1) {
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if (!sp->shp_off && np->nat_money >= 0)
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shiprepair(sp, np, bp, etus);
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if (!player->simulation)
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sp->shp_off = 0;
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} else {
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mult = 1;
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if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
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mult = 2;
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cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
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if (np->nat_money < cost && !player->simulation) {
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if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
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wu(0, sp->shp_own,
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"%s lost to lack of maintenance\n", prship(sp));
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makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
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sp->shp_x, sp->shp_y);
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sp->shp_own = 0;
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return;
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}
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wu(0, sp->shp_own,
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"%s lost %d%% to lack of maintenance\n",
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prship(sp), sp->shp_effic - eff);
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sp->shp_effic = eff;
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} else {
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np->nat_money -= cost;
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}
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if (!player->simulation) {
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sectp = getsectp(sp->shp_x, sp->shp_y);
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/* produce oil */
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if (np->nat_money >= 0
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&& (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
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product = &pchr[dchr[SCT_OIL].d_prd];
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oil_gained = roundavg(total_work(100, etus,
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sp->shp_item[I_CIVIL],
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sp->shp_item[I_MILIT],
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sp->shp_item[I_UW],
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ITEM_MAX)
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* sp->shp_effic / 100.0
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* sectp->sct_oil / 100.0
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* prod_eff(SCT_OIL, sp->shp_tech));
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max_oil = mp->m_item[I_OIL];
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if (sp->shp_item[I_OIL] + oil_gained > max_oil)
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oil_gained = max_oil - sp->shp_item[I_OIL];
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if (product->p_nrdep != 0 && oil_gained > 0) {
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resource = (unsigned char *)sectp + product->p_nrndx;
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if (*resource * 100 < product->p_nrdep * oil_gained)
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oil_gained = *resource * 100 / product->p_nrdep;
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dep = roundavg(oil_gained * product->p_nrdep / 100.0);
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if (CANT_HAPPEN(dep > *resource))
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dep = *resource;
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*resource -= dep;
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}
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sp->shp_item[I_OIL] += oil_gained;
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}
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/* produce fish */
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if (np->nat_money >= 0
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&& (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
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sp->shp_item[I_FOOD]
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+= roundavg(total_work(100, etus,
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sp->shp_item[I_CIVIL],
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sp->shp_item[I_MILIT],
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sp->shp_item[I_UW],
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ITEM_MAX)
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* sp->shp_effic / 100.0
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* sectp->sct_fertil / 100.0
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* prod_eff(SCT_AGRI, sp->shp_tech));
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}
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/* feed */
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if ((n = feed_ship(sp, etus)) > 0) {
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wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
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if (n > 10)
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nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
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}
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max_food = mp->m_item[I_FOOD];
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if (sp->shp_item[I_FOOD] > max_food)
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sp->shp_item[I_FOOD] = max_food;
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/*
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* do plague stuff. plague can't break out on ships,
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* but it can still kill people.
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*/
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pstage = sp->shp_pstage;
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ptime = sp->shp_ptime;
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if (pstage != PLG_HEALTHY) {
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n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
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switch (n) {
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case PLG_DYING:
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wu(0, sp->shp_own,
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"PLAGUE deaths reported on %s\n", prship(sp));
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nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
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break;
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case PLG_INFECT:
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wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
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break;
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case PLG_INCUBATE:
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/* Are we still incubating? */
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if (n == pstage) {
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/* Yes. Will it turn "infectious" next time? */
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if (ptime <= etus) {
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/* Yes. Report an outbreak. */
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wu(0, sp->shp_own,
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"Outbreak of PLAGUE on %s!\n", prship(sp));
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nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
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}
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} else {
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/* It has already moved on to "infectious" */
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wu(0, sp->shp_own,
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"%s battling PLAGUE\n", prship(sp));
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}
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break;
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case PLG_EXPOSED:
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/* Has the plague moved to "incubation" yet? */
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if (n != pstage) {
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/* Yes. Will it turn "infectious" next time? */
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if (ptime <= etus) {
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/* Yes. Report an outbreak. */
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wu(0, sp->shp_own,
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"Outbreak of PLAGUE on %s!\n", prship(sp));
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nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
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}
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}
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break;
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default:
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break;
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}
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sp->shp_pstage = pstage;
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sp->shp_ptime = ptime;
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}
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pops[sp->shp_own] += sp->shp_item[I_CIVIL];
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}
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}
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}
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/*
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* idea is: a sector full of workers can fix up eight
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* battleships +8 % eff each etu. This will cost around
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* 8 * 8 * $40 = $2560!
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*/
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static void
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shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
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{
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int delta;
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struct sctstr *sp;
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struct mchrstr *mp;
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int build;
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int wf;
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int avail;
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int w_p_eff;
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int mult;
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int mvec[I_MAX + 1];
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mp = &mchr[(int)ship->shp_type];
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sp = getsectp(ship->shp_x, ship->shp_y);
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if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
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if (getrel(getnatp(sp->sct_own), ship->shp_own) < FRIENDLY)
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return;
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}
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/* only military can work on a military boat */
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if (mp->m_glim != 0)
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wf = etus * ship->shp_item[I_MILIT] / 2;
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else
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wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
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if (sp->sct_type != SCT_HARBR) {
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wf /= 3;
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avail = wf;
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} else {
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if (!player->simulation)
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avail = wf + sp->sct_avail * 100;
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else
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avail = wf + bp_get_avail(bp, sp) * 100;
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}
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w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
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if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
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return;
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mult = 1;
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if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
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mult = 2;
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if (ship->shp_effic == 100) {
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/* ship is ok; no repairs needed */
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return;
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}
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delta = roundavg((double)avail / w_p_eff);
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if (delta <= 0)
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return;
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if (delta > (int)((float)etus * ship_grow_scale))
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delta = (int)((float)etus * ship_grow_scale);
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if (delta > 100 - ship->shp_effic)
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delta = 100 - ship->shp_effic;
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memset(mvec, 0, sizeof(mvec));
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mvec[I_LCM] = mp->m_lcm;
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mvec[I_HCM] = mp->m_hcm;
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build = get_materials(sp, bp, mvec, delta);
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if (sp->sct_type != SCT_HARBR)
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build = delta;
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wf -= build * w_p_eff;
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if (wf < 0) {
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/*
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* I didn't use roundavg here, because I want to penalize
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* the player with a large number of ships.
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*/
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if (!player->simulation)
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avail = (sp->sct_avail * 100 + wf) / 100;
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else
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avail = (bp_get_avail(bp, sp) * 100 + wf) / 100;
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if (avail < 0)
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avail = 0;
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if (!player->simulation)
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sp->sct_avail = avail;
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else
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bp_put_avail(bp, sp, avail);
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}
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if (sp->sct_type != SCT_HARBR)
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if ((build + ship->shp_effic) > 80) {
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build = 80 - ship->shp_effic;
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if (build < 0)
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build = 0;
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}
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np->nat_money -= mult * mp->m_cost * build / 100.0;
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if (!player->simulation)
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ship->shp_effic += (signed char)build;
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}
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/*
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* returns the number who starved, if any.
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*/
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static int
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feed_ship(struct shpstr *sp, int etus)
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{
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int needed, take;
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double give;
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struct nstr_item ni;
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struct lndstr *lp;
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if (opt_NOFOOD)
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return 0;
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needed = (int)ceil(food_needed(sp->shp_item, etus));
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/* scrounge */
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if (needed > sp->shp_item[I_FOOD]) {
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/* take from embarked land units, but don't starve them */
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snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
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while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
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give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
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if (give < 1.0)
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continue;
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take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
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sp->shp_item[I_FOOD] += take;
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lp->lnd_item[I_FOOD] -= take;
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}
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}
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return feed_people(sp->shp_item, etus);
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}
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