409 lines
11 KiB
C
409 lines
11 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2006, 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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* land.c: Do production for land units
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Thomas Ruschak, 1992
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* Steve McClure, 1996
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*/
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#include <config.h>
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#include "misc.h"
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#include "plague.h"
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#include "sect.h"
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#include "nat.h"
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#include "land.h"
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#include "ship.h"
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#include "news.h"
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#include "file.h"
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#include "optlist.h"
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#include "budg.h"
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#include "player.h"
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#include "update.h"
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#include "lost.h"
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#include "common.h"
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#include "subs.h"
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#include "common.h"
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#include "gen.h"
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int mil_dbl_pay;
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static int landrepair(struct lndstr *, struct natstr *,
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int *, int);
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static void upd_land(struct lndstr *lp, int etus,
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struct natstr *np, int *bp, int build);
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int
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prod_land(int etus, int natnum, int *bp, int build)
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/* build = 1, maintain = 0 */
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{
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struct lndstr *lp;
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struct sctstr *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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int lastx = 9999, lasty = 9999;
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bp_enable_cachepath();
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for (n = 0; NULL != (lp = getlandp(n)); n++) {
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if (lp->lnd_own == 0)
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continue;
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if (lp->lnd_own != natnum)
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continue;
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sp = getsectp(lp->lnd_x, lp->lnd_y);
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if (sp->sct_type == SCT_SANCT)
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continue;
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if (lastx == 9999 || lasty == 9999) {
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lastx = lp->lnd_x;
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lasty = lp->lnd_y;
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}
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if (lastx != lp->lnd_x || lasty != lp->lnd_y) {
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/* Reset the cache */
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bp_disable_cachepath();
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bp_clear_cachepath();
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bp_enable_cachepath();
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}
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np = getnatp(lp->lnd_own);
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start_money = np->nat_money;
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upd_land(lp, etus, np, bp, build);
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lnd_money[lp->lnd_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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bp_disable_cachepath();
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bp_clear_cachepath();
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return k;
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}
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static void
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upd_land(struct lndstr *lp, int etus,
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struct natstr *np, int *bp, int build)
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/* build = 1, maintain = 0 */
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{
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struct lchrstr *lcp;
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int pstage, ptime;
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int n;
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int min = morale_base - (int)np->nat_level[NAT_HLEV];
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int mult;
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int needed;
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int cost;
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int eff;
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if (!player->simulation)
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if (lp->lnd_retreat < min)
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lp->lnd_retreat = min;
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lcp = &lchr[(int)lp->lnd_type];
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if (build == 1) {
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if (np->nat_priorities[PRI_LBUILD] == 0 || np->nat_money < 0)
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return;
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if (lp->lnd_effic < LAND_MINEFF || !landrepair(lp, np, bp, etus)) {
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makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x,
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lp->lnd_y);
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lp->lnd_own = 0;
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return;
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}
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} else {
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mult = 1;
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if (np->nat_level[NAT_TLEV] < lp->lnd_tech * 0.85)
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mult = 2;
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if (lcp->l_flags & L_ENGINEER)
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mult *= 3;
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/* cost = -(mult * etus * MIN(0.0, money_land * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/
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cost = -(mult * etus * MIN(0.0, money_land * lcp->l_cost));
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if ((np->nat_priorities[PRI_LMAINT] == 0 || np->nat_money < cost)
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&& !player->simulation) {
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if ((eff = lp->lnd_effic - etus / 5) < LAND_MINEFF) {
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wu(0, lp->lnd_own,
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"%s lost to lack of maintenance\n", prland(lp));
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makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x,
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lp->lnd_y);
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lp->lnd_own = 0;
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return;
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}
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wu(0, lp->lnd_own,
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"%s lost %d%% to lack of maintenance\n",
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prland(lp), lp->lnd_effic - eff);
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lp->lnd_effic = eff;
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} else {
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np->nat_money -= cost;
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}
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/* Grab more stuff */
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if ((opt_NOFOOD == 0) && !player->simulation)
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resupply_commod(lp, I_FOOD);
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if (!player->simulation) {
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if ((n = feed_land(lp, etus, &needed, 1)) > 0) {
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wu(0, lp->lnd_own, "%d starved in %s%s\n",
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n, prland(lp),
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(lp->lnd_effic < LAND_MINEFF ? ", killing it" : ""));
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if (n > 10)
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nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
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}
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/*
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* do plague stuff. plague can't break out on land units,
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* but it can still kill people on them.
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*/
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pstage = lp->lnd_pstage;
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ptime = lp->lnd_ptime;
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if (pstage != PLG_HEALTHY) {
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n = plague_people(np, lp->lnd_item, &pstage, &ptime, etus);
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switch (n) {
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case PLG_DYING:
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wu(0, lp->lnd_own,
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"PLAGUE deaths reported on %s\n", prland(lp));
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nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1);
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break;
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case PLG_INFECT:
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wu(0, lp->lnd_own, "%s battling PLAGUE\n", prland(lp));
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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, lp->lnd_own,
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"Outbreak of PLAGUE on %s!\n", prland(lp));
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nreport(lp->lnd_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, lp->lnd_own,
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"%s battling PLAGUE\n", prland(lp));
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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, lp->lnd_own,
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"Outbreak of PLAGUE on %s!\n", prland(lp));
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nreport(lp->lnd_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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lp->lnd_pstage = pstage;
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lp->lnd_ptime = ptime;
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}
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} /* end !player->simulation */
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}
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}
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/*ARGSUSED*/
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static int
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landrepair(struct lndstr *land, struct natstr *np,
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int *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 lchrstr *lp;
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float leftp, buildp;
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int left, build;
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int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed;
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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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lp = &lchr[(int)land->lnd_type];
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sp = getsectp(land->lnd_x, land->lnd_y);
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if (sp->sct_off)
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return 1;
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mult = 1;
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if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
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mult = 2;
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if (land->lnd_effic == 100) {
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/* land is ok; no repairs needed */
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return 1;
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}
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if (sp->sct_own != land->lnd_own)
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return 1;
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if (!player->simulation)
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avail = sp->sct_avail * 100;
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else
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avail = gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
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w_p_eff = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
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delta = roundavg((double)avail / w_p_eff);
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if (delta <= 0)
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return 1;
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if (delta > (int)((float)etus * land_grow_scale))
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delta = (int)((float)etus * land_grow_scale);
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/* delta is the max amount we can grow */
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left = 100 - land->lnd_effic;
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if (left > delta)
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left = delta;
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leftp = ((float)left / 100.0);
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memset(mvec, 0, sizeof(mvec));
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mvec[I_LCM] = lcm_needed = ldround(lp->l_lcm * leftp, 1);
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mvec[I_HCM] = hcm_needed = ldround(lp->l_hcm * leftp, 1);
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/*
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mvec[I_GUN] = gun_needed = ldround(lp->l_gun * leftp, 1);
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mvec[I_MILIT] = mil_needed = ldround(lp->l_mil * leftp, 1);
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mvec[I_SHELL] = shell_needed = ldround(lp->l_shell *leftp, 1);
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*/
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mvec[I_GUN] = gun_needed = 0;
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mvec[I_MILIT] = mil_needed = 0;
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mvec[I_SHELL] = shell_needed = 0;
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get_materials(sp, bp, mvec, 0);
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if (mvec[I_MILIT] >= mil_needed)
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buildp = leftp;
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else
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buildp = ((float)mvec[I_MILIT] / (float)lp->l_mil);
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if (mvec[I_LCM] < lcm_needed)
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buildp = MIN(buildp, ((float)mvec[I_LCM] / (float)lp->l_lcm));
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if (mvec[I_HCM] < hcm_needed)
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buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)lp->l_hcm));
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if (mvec[I_GUN] < gun_needed)
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buildp = MIN(buildp, ((float)mvec[I_GUN] / (float)lp->l_gun));
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if (mvec[I_SHELL] < shell_needed)
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buildp = MIN(buildp, ((float)mvec[I_SHELL] / (float)lp->l_shell));
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build = ldround(buildp * 100.0, 1);
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memset(mvec, 0, sizeof(mvec));
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mvec[I_LCM] = lcm_needed = roundavg(lp->l_lcm * buildp);
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mvec[I_HCM] = hcm_needed = roundavg(lp->l_hcm * buildp);
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/*
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mvec[I_GUN] = gun_needed = roundavg(lp->l_gun * buildp);
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mvec[I_MILIT] = mil_needed = roundavg(lp->l_mil * buildp);
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mvec[I_SHELL] = shell_needed = roundavg(lp->l_shell *buildp);
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*/
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mvec[I_GUN] = gun_needed = 0;
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mvec[I_MILIT] = mil_needed = 0;
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mvec[I_SHELL] = shell_needed = 0;
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mil_dbl_pay += mil_needed;
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get_materials(sp, bp, mvec, 1);
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if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
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build /= 3;
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avail -= build * w_p_eff;
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if (!player->simulation) {
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sp->sct_avail = avail / 100;
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if (sp->sct_avail < 0)
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sp->sct_avail = 0;
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} else {
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pt_bg_nmbr(bp, sp, I_MAX + 1, avail / 100);
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if (gt_bg_nmbr(bp, sp, I_MAX + 1) < 0)
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pt_bg_nmbr(bp, sp, I_MAX + 1, 0);
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}
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if (build < 0)
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logerror("land unit %d building %d ! \n", land->lnd_uid, build);
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np->nat_money -= mult * lp->l_cost * build / 100.0;
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if (!player->simulation) {
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land->lnd_effic += (signed char)build;
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putsect(sp);
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}
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return 1;
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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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int
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feed_land(struct lndstr *lp, int etus, int *needed, int doit)
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{
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double food_eaten, ship_eaten;
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int ifood_eaten;
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double people_left;
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int need;
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int total_people;
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int starved;
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struct shpstr *sp;
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if (opt_NOFOOD)
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return 0; /* no food no work to be done */
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total_people = total_mil(lp);
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food_eaten = etus * eatrate * total_people;
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ifood_eaten = (int)food_eaten;
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if (food_eaten - ifood_eaten > 0)
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ifood_eaten++;
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starved = 0;
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*needed = 0;
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/*
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* If we're on a ship, and we don't have enough food,
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* get some food off the carrying ship. (Don't starve
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* the ship, tho...
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*/
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/* doit - Only try to take food off the ship during the update */
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if (ifood_eaten > lp->lnd_item[I_FOOD] && lp->lnd_ship >= 0 && doit) {
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need = ifood_eaten - lp->lnd_item[I_FOOD];
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sp = getshipp(lp->lnd_ship);
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ship_eaten = etus * eatrate * (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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if (sp->shp_item[I_FOOD] - need > ship_eaten) {
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lp->lnd_item[I_FOOD] += need;
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sp->shp_item[I_FOOD] -= need;
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} else if (sp->shp_item[I_FOOD] - ship_eaten > 0) {
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lp->lnd_item[I_FOOD] += sp->shp_item[I_FOOD] - ship_eaten;
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sp->shp_item[I_FOOD] -= sp->shp_item[I_FOOD] - ship_eaten;
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}
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}
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if (ifood_eaten > lp->lnd_item[I_FOOD]) {
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*needed = ifood_eaten - lp->lnd_item[I_FOOD];
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people_left = (lp->lnd_item[I_FOOD] + 0.01) / (food_eaten + 0.01);
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/* only want to starve off at most 1/2 the populace. */
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if (people_left < 0.5)
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people_left = 0.5;
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starved = total_people * (1 - people_left);
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lp->lnd_item[I_MILIT] -= starved;
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lp->lnd_item[I_FOOD] = 0;
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} else {
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lp->lnd_item[I_FOOD] -= (int)food_eaten;
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}
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return starved;
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}
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