empserver/src/lib/commands/prod.c

437 lines
11 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
* related information and legal notices. It is expected that any future
* projects/authors will amend these files as needed.
*
* ---
*
* prod.c: Calculate production levels
*
* Known contributors to this file:
* David Muir Sharnoff, 1987
* Steve McClure, 1997-2000
*/
#include "misc.h"
#include "player.h"
#include "var.h"
#include "xy.h"
#include "nsc.h"
#include "sect.h"
#include "product.h"
#include "nat.h"
#include "item.h"
#include "file.h"
#include "optlist.h"
#include "commands.h"
int
count_pop(register int n)
{
register int i;
register int pop = 0;
struct sctstr *sp;
int vec[I_MAX + 1];
for (i = 0; NULL != (sp = getsectid(i)); i++) {
if (sp->sct_own != n)
continue;
if (sp->sct_oldown != n)
continue;
if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
continue;
pop += vec[I_CIVIL];
}
return pop;
}
int
prod(void)
{
extern double obrate, uwbrate;
extern int etu_per_update;
struct natstr *natp;
struct sctstr sect;
struct nstr_sect nstr;
struct pchrstr *pp;
double effic;
double maxr; /* floating version of max */
double prodeff;
double real; /* floating pt version of act */
double work;
int totpop;
int act; /* actual production */
int cost;
int i;
int max; /* production w/infinate materials */
double maxtake;
int nsect;
double take;
double mtake;
int there;
int totcomp; /* sum of component amounts */
int used; /* production w/infinite workforce */
int wforce;
int it;
u_short *amount; /* amount for component pointer */
u_char *comp; /* component pointer */
u_char *endcomp;
u_char vtype;
s_char *resource;
int c;
s_char maxc[3][10];
s_char use[3][10];
int items[I_MAX + 1];
int vec[I_MAX + 1], lcms, hcms;
int civs = 0;
int uws = 0;
int bwork;
int twork;
int type;
int eff;
int maxpop;
u_char otype;
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
player->simulation = 1;
prdate();
nsect = 0;
while (nxtsct(&nstr, &sect)) {
if (!player->owner)
continue;
getvec(VT_ITEM, items, (s_char *)&sect, EF_SECTOR);
civs = min(9999, (int)((obrate * (double)etu_per_update + 1.0)
* (double)items[I_CIVIL]));
uws = min(9999, (int)((uwbrate * (double)etu_per_update + 1.0)
* (double)items[I_UW]));
if (opt_RES_POP) {
natp = getnatp(sect.sct_own);
maxpop = max_pop((float)natp->nat_level[NAT_RLEV], &sect);
civs = min(civs, maxpop);
uws = min(uws, maxpop);
} else { /* now RES_POP */
civs = min(999, civs);
uws = min(999, uws);
} /* end RES_POP */
/* This isn't quite right, since research might rise/fall */
/* during the update, but it's the best we can really do */
wforce = (int)(((double)civs * (double)sect.sct_work)
/ 100.0 + (double)uws +
(double)items[I_MILIT] * 2.0 / 5.0);
work = (double)etu_per_update *(double)wforce / 100.0;
bwork = (int)((double)work / 2.0);
if (sect.sct_off)
continue;
type = sect.sct_type;
eff = sect.sct_effic;
if (sect.sct_newtype != type) {
twork = (eff + 3) / 4;
if (twork > bwork) {
twork = bwork;
}
bwork -= twork;
eff -= twork * 4;
otype = type;
if (eff <= 0) {
type = sect.sct_newtype;
eff = 0;
}
if (opt_BIG_CITY) {
if (!eff && dchr[otype].d_pkg == UPKG &&
dchr[type].d_pkg != UPKG) {
if (opt_RES_POP) {
natp = getnatp(sect.sct_own);
civs =
min(civs,
max_pop(natp->nat_level[NAT_RLEV], 0));
uws =
min(uws,
max_pop(natp->nat_level[NAT_RLEV], 0));
} else {
civs = min(9999, civs);
uws = min(9999, uws);
}
wforce =
(int)((civs * sect.sct_work) / 100.0 + uws +
items[I_MILIT] * 2 / 5.0);
work = etu_per_update * wforce / 100.0;
bwork = min((int)(work / 2), bwork);
}
}
twork = 100 - eff;
if (twork > bwork) {
twork = bwork;
}
getvec(VT_ITEM, vec, (s_char *)&sect, EF_SECTOR);
if (dchr[type].d_lcms > 0) {
lcms = vec[I_LCM];
lcms /= dchr[type].d_lcms;
if (twork > lcms)
twork = lcms;
}
if (dchr[type].d_hcms > 0) {
hcms = vec[I_HCM];
hcms /= dchr[type].d_hcms;
if (twork > hcms)
twork = hcms;
}
bwork -= twork;
eff += twork;
} else if (eff < 100) {
twork = 100 - eff;
if (twork > bwork) {
twork = bwork;
}
bwork -= twork;
eff += twork;
}
work = work / 2 + bwork;
if (eff < 60 || (type != SCT_ENLIST && eff < 61))
continue;
effic = eff / 100.0;
if (effic > 1.0)
effic = 1.0;
if (dchr[type].d_prd == 0 && type != SCT_ENLIST)
continue;
totcomp = 0;
pp = &pchr[dchr[type].d_prd];
vtype = pp->p_type;
natp = getnatp(sect.sct_own);
/*
* sect effic (inc improvements)
*/
if (type == SCT_ENLIST && sect.sct_own != sect.sct_oldown)
continue;
if (type == SCT_ENLIST)
goto is_enlist;
if (pp->p_nrndx != 0) {
totcomp++;
resource = ((s_char *)&sect) + pp->p_nrndx;
effic = (*resource * effic) / 100.0;
if (pp->p_nrdep > 0) {
maxtake = (*resource * 100.0) / pp->p_nrdep;
if (effic > maxtake)
effic = maxtake;
}
}
/*
* production effic.
*/
if (pp->p_nlndx >= 0) {
prodeff = natp->nat_level[pp->p_nlndx] - pp->p_nlmin;
if (prodeff < 0.0) {
prodeff = 0.0;
}
prodeff = prodeff / (prodeff + pp->p_nllag);
} else {
prodeff = 1.0;
}
used = 999;
comp = pp->p_vtype;
endcomp = pp->p_vtype + pp->p_nv;
amount = pp->p_vamt;
while (comp < endcomp) {
if (*amount == 0)
totcomp++;
else {
used = min(used, (int)(getvar((int)*comp, (s_char *)&sect,
EF_SECTOR) / *amount));
totcomp += *amount;
}
++comp;
++amount;
}
if (totcomp == 0)
continue;
/*
* is production limited by resources or
* workforce?
*/
max = (int)(work * effic / (double)totcomp) + 0.5;
act = min(used, max);
/*
* some things are easier to make.. food,
* pet, etc.
*/
act = (int)(((double)pp->p_effic * 0.01 * (double)act) + 0.5);
max = (int)(((double)pp->p_effic * 0.01 * (double)max) + 0.5);
real = (double)act *(double)prodeff;
maxr = (double)max *(double)prodeff;
if (vtype != 0) {
if (real < 0.0)
real = 0.0;
/* production backlog? */
if ((there =
getvar((int)vtype, (s_char *)&sect, EF_SECTOR)) >= 9999) {
there = 9999;
}
act = min(act, (9999 - there));
max = min(max, (9999 - there));
}
if (prodeff != 0) {
take = real / prodeff;
mtake = maxr / prodeff;
} else
mtake = take = 0.0;
if (take > 999.0)
take = 999.0;
if (mtake > 999.0)
mtake = 999.0;
take = (double)take / ((double)pp->p_effic * 0.01);
mtake = (double)mtake / ((double)pp->p_effic * 0.01);
cost = (int)(take * (double)pp->p_cost);
if (opt_TECH_POP) {
if (pp->p_level == NAT_TLEV) {
totpop = count_pop(sect.sct_own);
if (totpop > 50000)
cost = (int)((double)cost * (double)totpop / 50000.0);
}
}
comp = pp->p_vtype;
amount = pp->p_vamt;
i = 0;
while (comp < endcomp) {
it = unitem((int)*comp);
if (it > 0 && it <= I_MAX && ichr[it].i_name != 0)
c = ichr[it].i_name[0];
else
c = ' ';
(void)sprintf(use[i], " %3d%c",
(int)((take * (double)(*amount)) + 0.5), c);
(void)sprintf(maxc[i], " %3d%c",
(int)((mtake * (double)(*amount)) + 0.5), c);
++comp;
++amount;
++i;
}
while (i < 3) {
strcpy(use[i], " ");
strcpy(maxc[i], " ");
++i;
}
is_enlist:
if (nsect++ == 0) {
pr("PRODUCTION SIMULATION\n");
pr(" sect des eff wkfc will make- p.e. cost use1 use2 use3 max1 max2 max3 max\n");
}
prxy("%4d,%-4d", nstr.x, nstr.y, player->cnum);
pr(" %c", dchr[type].d_mnem);
pr(" %3.0f%%", effic * 100.0);
pr(" %4d", wforce);
if (vtype != 0) {
pr(" %4d", (int)(real + 0.5));
} else if (type != SCT_ENLIST) {
switch (pp->p_level) {
case NAT_TLEV:
case NAT_RLEV:
pr(" %1.2f", real);
break;
case NAT_ELEV:
case NAT_HLEV:
pr(" %4.0f", real);
break;
default:
pr("ERROR");
break;
}
} else {
int maxmil;
int enlisted;
int civs;
civs = min(999, (int)((obrate * (double)etu_per_update + 1.0)
* (double)items[I_CIVIL]));
natp = getnatp(sect.sct_own);
maxpop = max_pop((float)natp->nat_level[NAT_RLEV], &sect);
civs = min(civs, maxpop);
/* This isn't quite right, since research might
rise/fall during the update, but it's the best
we can really do */
enlisted = 0;
maxmil = (civs / 2) - items[I_MILIT];
if (maxmil > 0) {
enlisted = (etu_per_update * (10 + items[I_MILIT]) * 0.05);
if (enlisted > maxmil)
enlisted = maxmil;
}
if (enlisted < 0)
enlisted = 0;
if (natp->nat_priorities[type] == 0) {
maxmil = 0;
}
pr(" %4d mil 1.00 $%-5d%3dc",
enlisted, enlisted * 3, enlisted);
pr(" %3dc %4d\n",
enlisted, maxmil, maxmil);
continue;
}
pr(" %-5.5s", pp->p_sname);
prodeff = prodeff * (double)pp->p_effic * 0.01;
pr(" %.2f", prodeff);
pr(" $%-4d", cost);
for (i = 0; i < 3; i++) {
pr(use[i]);
}
pr(" ");
for (i = 0; i < 3; i++) {
pr(maxc[i]);
}
if (natp->nat_priorities[type] == 0) {
max = 0;
maxr = 0;
}
if (vtype != 0 || pp->p_level == NAT_ELEV
|| pp->p_level == NAT_HLEV)
pr(" %4d\n", min(999, (int)(max * prodeff + 0.05)));
else
pr(" %1.2f\n", maxr);
}
player->simulation = 0;
if (nsect == 0) {
if (player->argp[1])
pr("%s: No sector(s)\n", player->argp[1]);
else
pr("%s: No sector(s)\n", "");
return RET_FAIL;
} else
pr("%d sector%s\n", nsect, splur(nsect));
return RET_OK;
}