empserver/src/lib/update/land.c

409 lines
11 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2006, 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
*/
#include <config.h>
#include "misc.h"
#include "plague.h"
#include "sect.h"
#include "nat.h"
#include "land.h"
#include "ship.h"
#include "news.h"
#include "file.h"
#include "optlist.h"
#include "budg.h"
#include "player.h"
#include "update.h"
#include "lost.h"
#include "common.h"
#include "subs.h"
#include "common.h"
#include "gen.h"
int mil_dbl_pay;
static int landrepair(struct lndstr *, struct natstr *,
int *, int);
static void upd_land(struct lndstr *lp, int etus,
struct natstr *np, int *bp, int build);
int
prod_land(int etus, int natnum, int *bp, int build)
/* build = 1, maintain = 0 */
{
struct lndstr *lp;
struct sctstr *sp;
struct natstr *np;
int n, k = 0;
int start_money;
int lastx = 9999, lasty = 9999;
bp_enable_cachepath();
for (n = 0; NULL != (lp = getlandp(n)); n++) {
if (lp->lnd_own == 0)
continue;
if (lp->lnd_own != natnum)
continue;
sp = getsectp(lp->lnd_x, lp->lnd_y);
if (sp->sct_type == SCT_SANCT)
continue;
if (lastx == 9999 || lasty == 9999) {
lastx = lp->lnd_x;
lasty = lp->lnd_y;
}
if (lastx != lp->lnd_x || lasty != lp->lnd_y) {
/* Reset the cache */
bp_disable_cachepath();
bp_clear_cachepath();
bp_enable_cachepath();
}
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;
}
bp_disable_cachepath();
bp_clear_cachepath();
return k;
}
static void
upd_land(struct lndstr *lp, int etus,
struct natstr *np, int *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 needed;
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 (np->nat_priorities[PRI_LBUILD] == 0 || np->nat_money < 0)
return;
if (lp->lnd_effic < LAND_MINEFF || !landrepair(lp, np, bp, etus)) {
makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x,
lp->lnd_y);
lp->lnd_own = 0;
return;
}
} 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 * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/
cost = -(mult * etus * MIN(0.0, money_land * lcp->l_cost));
if ((np->nat_priorities[PRI_LMAINT] == 0 || 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;
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;
}
/* Grab more stuff */
if ((opt_NOFOOD == 0) && !player->simulation)
resupply_commod(lp, I_FOOD);
if (!player->simulation) {
if ((n = feed_land(lp, etus, &needed, 1)) > 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 */
}
}
/*ARGSUSED*/
static int
landrepair(struct lndstr *land, struct natstr *np,
int *bp, int etus)
{
int delta;
struct sctstr *sp;
struct lchrstr *lp;
float leftp, buildp;
int left, build;
int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed;
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 1;
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 1;
}
if (sp->sct_own != land->lnd_own)
return 1;
if (!player->simulation)
avail = sp->sct_avail * 100;
else
avail = gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
w_p_eff = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
delta = roundavg((double)avail / w_p_eff);
if (delta <= 0)
return 1;
if (delta > (int)((float)etus * land_grow_scale))
delta = (int)((float)etus * land_grow_scale);
/* delta is the max amount we can grow */
left = 100 - land->lnd_effic;
if (left > delta)
left = delta;
leftp = ((float)left / 100.0);
memset(mvec, 0, sizeof(mvec));
mvec[I_LCM] = lcm_needed = ldround(lp->l_lcm * leftp, 1);
mvec[I_HCM] = hcm_needed = ldround(lp->l_hcm * leftp, 1);
/*
mvec[I_GUN] = gun_needed = ldround(lp->l_gun * leftp, 1);
mvec[I_MILIT] = mil_needed = ldround(lp->l_mil * leftp, 1);
mvec[I_SHELL] = shell_needed = ldround(lp->l_shell *leftp, 1);
*/
mvec[I_GUN] = gun_needed = 0;
mvec[I_MILIT] = mil_needed = 0;
mvec[I_SHELL] = shell_needed = 0;
get_materials(sp, bp, mvec, 0);
if (mvec[I_MILIT] >= mil_needed)
buildp = leftp;
else
buildp = ((float)mvec[I_MILIT] / (float)lp->l_mil);
if (mvec[I_LCM] < lcm_needed)
buildp = MIN(buildp, ((float)mvec[I_LCM] / (float)lp->l_lcm));
if (mvec[I_HCM] < hcm_needed)
buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)lp->l_hcm));
if (mvec[I_GUN] < gun_needed)
buildp = MIN(buildp, ((float)mvec[I_GUN] / (float)lp->l_gun));
if (mvec[I_SHELL] < shell_needed)
buildp = MIN(buildp, ((float)mvec[I_SHELL] / (float)lp->l_shell));
build = ldround(buildp * 100.0, 1);
memset(mvec, 0, sizeof(mvec));
mvec[I_LCM] = lcm_needed = roundavg(lp->l_lcm * buildp);
mvec[I_HCM] = hcm_needed = roundavg(lp->l_hcm * buildp);
/*
mvec[I_GUN] = gun_needed = roundavg(lp->l_gun * buildp);
mvec[I_MILIT] = mil_needed = roundavg(lp->l_mil * buildp);
mvec[I_SHELL] = shell_needed = roundavg(lp->l_shell *buildp);
*/
mvec[I_GUN] = gun_needed = 0;
mvec[I_MILIT] = mil_needed = 0;
mvec[I_SHELL] = shell_needed = 0;
mil_dbl_pay += mil_needed;
get_materials(sp, bp, mvec, 1);
if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
build /= 3;
avail -= build * w_p_eff;
if (!player->simulation) {
sp->sct_avail = avail / 100;
if (sp->sct_avail < 0)
sp->sct_avail = 0;
} else {
pt_bg_nmbr(bp, sp, I_MAX + 1, avail / 100);
if (gt_bg_nmbr(bp, sp, I_MAX + 1) < 0)
pt_bg_nmbr(bp, sp, I_MAX + 1, 0);
}
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;
putsect(sp);
}
return 1;
}
/*
* returns the number who starved, if any.
*/
int
feed_land(struct lndstr *lp, int etus, int *needed, int doit)
{
double food_eaten, ship_eaten;
int ifood_eaten;
double people_left;
int need;
int total_people;
int starved;
struct shpstr *sp;
if (opt_NOFOOD)
return 0; /* no food no work to be done */
total_people = total_mil(lp);
food_eaten = etus * eatrate * total_people;
ifood_eaten = (int)food_eaten;
if (food_eaten - ifood_eaten > 0)
ifood_eaten++;
starved = 0;
*needed = 0;
/*
* If we're on a ship, and we don't have enough food,
* get some food off the carrying ship. (Don't starve
* the ship, tho...
*/
/* doit - Only try to take food off the ship during the update */
if (ifood_eaten > lp->lnd_item[I_FOOD] && lp->lnd_ship >= 0 && doit) {
need = ifood_eaten - lp->lnd_item[I_FOOD];
sp = getshipp(lp->lnd_ship);
ship_eaten = etus * eatrate * (sp->shp_item[I_CIVIL]
+ sp->shp_item[I_MILIT]
+ sp->shp_item[I_UW]);
if (sp->shp_item[I_FOOD] - need > ship_eaten) {
lp->lnd_item[I_FOOD] += need;
sp->shp_item[I_FOOD] -= need;
} else if (sp->shp_item[I_FOOD] - ship_eaten > 0) {
lp->lnd_item[I_FOOD] += sp->shp_item[I_FOOD] - ship_eaten;
sp->shp_item[I_FOOD] -= sp->shp_item[I_FOOD] - ship_eaten;
}
}
if (ifood_eaten > lp->lnd_item[I_FOOD]) {
*needed = ifood_eaten - lp->lnd_item[I_FOOD];
people_left = (lp->lnd_item[I_FOOD] + 0.01) / (food_eaten + 0.01);
/* only want to starve off at most 1/2 the populace. */
if (people_left < 0.5)
people_left = 0.5;
starved = total_people * (1 - people_left);
lp->lnd_item[I_MILIT] -= starved;
lp->lnd_item[I_FOOD] = 0;
} else {
lp->lnd_item[I_FOOD] -= (int)food_eaten;
}
return starved;
}