upd_plane() upd_land() and left planes and land units lost to lack of maintenance on their carriers. Cargo lists were fine anyway, because unit_cargo_init() ignored dead units. But when the dead unit got reused for building a new one, pln_prewrite() / lnd_prewrite() got confused and attempted to take it off its carrier, which made clink_rem() oops, because the unit wasn't on the cargo list. No real harm done, as oops recovery was fine. Fix upd_plane() and upd_land() to clear the carrier. Make unit_cargo_init() oops when it finds dead units on carriers.
276 lines
7.3 KiB
C
276 lines
7.3 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2009, 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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* 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 "ship.h"
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#include "update.h"
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static void landrepair(struct lndstr *, struct natstr *, struct bp *, int);
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static void upd_land(struct lndstr *, int, struct natstr *, struct bp *, int);
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static int feed_land(struct lndstr *, int);
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int
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prod_land(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 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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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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if (lp->lnd_effic < LAND_MINEFF) {
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makelost(EF_LAND, lp->lnd_own, lp->lnd_uid,
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lp->lnd_x, lp->lnd_y);
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lp->lnd_own = 0;
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continue;
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}
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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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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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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, struct bp *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 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 (!lp->lnd_off && np->nat_money >= 0)
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landrepair(lp, np, bp, etus);
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if (!player->simulation)
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lp->lnd_off = 0;
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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 * lcp->l_cost));
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if (np->nat_money < cost && !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,
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lp->lnd_x, lp->lnd_y);
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lp->lnd_own = 0;
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lp->lnd_ship = lp->lnd_land = -1;
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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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if (!player->simulation) {
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/* feed */
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if ((n = feed_land(lp, etus)) > 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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static void
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landrepair(struct lndstr *land, 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 lchrstr *lp;
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int build;
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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;
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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;
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}
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if ((sp->sct_own != land->lnd_own) &&
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(getrel(getnatp(sp->sct_own), land->lnd_own) != ALLIED))
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return;
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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 = bp_get_avail(bp, sp) * 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;
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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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if (delta > 100 - land->lnd_effic)
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delta = 100 - land->lnd_effic;
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memset(mvec, 0, sizeof(mvec));
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mvec[I_LCM] = lp->l_lcm;
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mvec[I_HCM] = lp->l_hcm;
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build = get_materials(sp, bp, mvec, delta);
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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 (avail < 0)
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avail = 0;
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if (!player->simulation)
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sp->sct_avail = avail / 100;
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else
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bp_put_avail(bp, sp, avail / 100);
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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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}
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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_land(struct lndstr *lp, int etus)
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{
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return feed_people(lp->lnd_item, etus);
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}
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