empserver/src/lib/subs/supply.c
Markus Armbruster c75d19b082 Don't store land unit stats in struct lndstr, part 2
struct lndstr members lnd_spy, lnd_rad, lnd_ammo, lnd_fuelc,
lnd_fuelu, lnd_maxlight, lnd_maxlight are mere copies of struct
lchrstr members l_spy, l_rad, l_ammo, l_fuelc, l_fuelu, l_nxlight,
l_nland.  Remove them.

Make land unit selectors spy, rmax, ammo, fuelc, fuelu, maxlight
virtual.
2008-03-14 20:25:41 +01:00

529 lines
13 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2008, 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.
*
* ---
*
* supply.c: Supply subroutines
*
* Known contributors to this file:
*
*/
#include <config.h>
#include <math.h>
#include "file.h"
#include "land.h"
#include "nat.h"
#include "optlist.h"
#include "player.h"
#include "prototypes.h"
#include "sect.h"
#include "ship.h"
static int get_minimum(struct lndstr *, i_type);
static int s_commod(int, int, int, i_type, int, int);
/*
* We want to get enough guns to be maxed out, enough shells to
* fire once, one update's worth of food, enough fuel for
* one update.
*
* Firts, try to forage in the sector
* Second look for a warehouse or headquarters to leech
* Third, look for a ship we own in a harbor
* Fourth, look for supplies in a supply unit we own
* (one good reason to do this last is that the supply
* unit will then call resupply, taking more time)
*
* May want to put code to resupply with SAMs here, later --ts
*/
void
resupply_all(struct lndstr *lp)
{
if (!opt_NOFOOD)
resupply_commod(lp, I_FOOD);
resupply_commod(lp, I_SHELL);
if (opt_FUEL)
resupply_commod(lp, I_PETROL);
}
/*
* If the unit has less than it's minimum level of a
* certain commodity, fill it, to the best of our abilities.
*/
void
resupply_commod(struct lndstr *lp, i_type type)
{
int amt;
struct shpstr ship;
/* Ok, do we now have enough? */
amt = get_minimum(lp, type) - lp->lnd_item[type];
if (amt > 0) {
lp->lnd_item[type] += supply_commod(lp->lnd_own,
lp->lnd_x, lp->lnd_y,
type, amt);
amt = get_minimum(lp, type) - lp->lnd_item[type];
}
/* Now, check again to see if we have enough. */
if (amt > 0) {
/* Are we on a ship? if so, try to get it from the ship first. */
if (lp->lnd_ship >= 0) {
getship(lp->lnd_ship, &ship);
/* Now, determine how much we can get */
if (amt > ship.shp_item[type])
amt = ship.shp_item[type];
/* Now, add and subtract */
lp->lnd_item[type] += amt;
ship.shp_item[type] -= amt;
putship(lp->lnd_ship, &ship);
}
}
if (opt_FUEL && type == I_PETROL) {
int fuel_needed = lchr[lp->lnd_type].l_fuelu
* ((float)etu_per_update * land_mob_scale) / 10.0;
while ((lp->lnd_fuel < fuel_needed) && lp->lnd_item[I_PETROL]) {
lp->lnd_fuel += 10;
if (lp->lnd_fuel > lchr[lp->lnd_type].l_fuelc)
lp->lnd_fuel = lchr[lp->lnd_type].l_fuelc;
lp->lnd_item[I_PETROL]--;
}
}
}
/*
* Actually get the commod
*/
int
supply_commod(int own, int x, int y, i_type type, int total_wanted)
{
if (total_wanted < 0)
return 0;
return s_commod(own, x, y, type, total_wanted, !player->simulation);
}
/*
* Just return the number you COULD get, without doing it
*/
int
try_supply_commod(int own, int x, int y, i_type type, int total_wanted)
{
if (total_wanted < 0)
return 0;
return s_commod(own, x, y, type, total_wanted, 0);
}
/* Get supplies of a certain type */
static int
s_commod(int own, int x, int y, i_type type, int total_wanted,
int actually_doit)
{
int wanted = total_wanted;
int gotten = 0, lookrange;
struct sctstr sect, dest;
struct nstr_sect ns;
struct nstr_item ni;
struct lchrstr *lcp;
struct shpstr ship;
struct lndstr land;
/* leave at least 1 military in sectors/ships */
int minimum = (type == I_MILIT ? 1 : 0);
int can_move;
double move_cost, weight, mobcost;
int packing;
struct dchrstr *dp;
struct ichrstr *ip;
char buf[1024];
/* try to get it from sector we're in */
getsect(x, y, &dest);
getsect(x, y, &sect);
if (sect.sct_own == own) {
if (sect.sct_item[type] - wanted >= minimum) {
sect.sct_item[type] -= wanted;
if (actually_doit)
putsect(&sect);
return total_wanted;
} else if (sect.sct_item[type] - minimum > 0) {
gotten += sect.sct_item[type] - minimum;
wanted -= sect.sct_item[type] - minimum;
sect.sct_item[type] = minimum;
if (actually_doit)
putsect(&sect);
}
}
/* look for a headquarters or warehouse */
lookrange = tfact(own, 10.0);
snxtsct_dist(&ns, x, y, lookrange);
while (nxtsct(&ns, &sect) && wanted) {
if (sect.sct_own != own)
continue;
if ((sect.sct_type != SCT_WAREH) &&
(sect.sct_type != SCT_HEADQ) && (sect.sct_type != SCT_HARBR))
continue;
if ((sect.sct_type == SCT_HEADQ) &&
(sect.sct_dist_x == sect.sct_x) &&
(sect.sct_dist_y == sect.sct_y))
continue;
if (sect.sct_effic < 60)
continue;
if (!BestLandPath(buf, &dest, &sect, &move_cost, MOB_MOVE))
continue;
if (!opt_NOFOOD && type == I_FOOD)
minimum = 1 + (int)ceil(food_needed(sect.sct_item,
etu_per_update));
if (sect.sct_item[type] <= minimum) {
/* Don't bother... */
continue;
}
ip = &ichr[type];
dp = &dchr[sect.sct_type];
packing = ip->i_pkg[dp->d_pkg];
if (packing > 1 && sect.sct_effic < 60)
packing = 1;
weight = (double)ip->i_lbs / packing;
mobcost = move_cost * weight;
if (mobcost > 0)
can_move = (double)sect.sct_mobil / mobcost;
else
can_move = sect.sct_item[type] - minimum;
if (can_move > sect.sct_item[type] - minimum)
can_move = sect.sct_item[type] - minimum;
if (can_move >= wanted) {
int n;
sect.sct_item[type] -= wanted;
/* take off mobility for delivering sect */
n = roundavg(total_wanted * weight * move_cost);
if (n < 0)
n = 0;
if (n > sect.sct_mobil)
n = sect.sct_mobil;
sect.sct_mobil -= n;
if (actually_doit)
putsect(&sect);
return total_wanted;
} else if (can_move > 0) {
int n;
gotten += can_move;
wanted -= can_move;
sect.sct_item[type] -= can_move;
/* take off mobility for delivering sect */
n = roundavg(can_move * weight * move_cost);
if (n < 0)
n = 0;
if (n > sect.sct_mobil)
n = sect.sct_mobil;
sect.sct_mobil -= n;
if (actually_doit)
putsect(&sect);
}
}
/* look for an owned ship in a harbor */
snxtitem_dist(&ni, EF_SHIP, x, y, lookrange);
while (nxtitem(&ni, &ship) && wanted) {
if (ship.shp_own != own)
continue;
if (!(mchr[(int)ship.shp_type].m_flags & M_SUPPLY))
continue;
getsect(ship.shp_x, ship.shp_y, &sect);
if (sect.sct_type != SCT_HARBR)
continue;
if (sect.sct_effic < 2)
continue;
if (!BestLandPath(buf, &dest, &sect, &move_cost, MOB_MOVE))
continue;
if (!opt_NOFOOD && type == I_FOOD)
minimum = 1 + (int)ceil(food_needed(ship.shp_item,
etu_per_update));
if (ship.shp_item[type] <= minimum) {
/* Don't bother... */
continue;
}
ip = &ichr[type];
dp = &dchr[sect.sct_type];
packing = ip->i_pkg[dp->d_pkg];
if (packing > 1 && sect.sct_effic < 60)
packing = 1;
weight = (double)ip->i_lbs / packing;
mobcost = move_cost * weight;
if (mobcost > 0)
can_move = (double)sect.sct_mobil / mobcost;
else
can_move = ship.shp_item[type] - minimum;
if (can_move > ship.shp_item[type] - minimum)
can_move = ship.shp_item[type] - minimum;
if (can_move >= wanted) {
int n;
ship.shp_item[type] -= wanted;
n = roundavg(wanted * weight * move_cost);
if (n < 0)
n = 0;
if (n > sect.sct_mobil)
n = sect.sct_mobil;
sect.sct_mobil -= n;
if (actually_doit) {
putship(ship.shp_uid, &ship);
putsect(&sect);
}
return total_wanted;
} else if (can_move > 0) {
int n;
gotten += can_move;
wanted -= can_move;
ship.shp_item[type] -= can_move;
n = roundavg(can_move * weight * move_cost);
if (n < 0)
n = 0;
if (n > sect.sct_mobil)
n = sect.sct_mobil;
sect.sct_mobil -= n;
if (actually_doit) {
putship(ship.shp_uid, &ship);
putsect(&sect);
}
}
}
/* look for an owned supply unit */
snxtitem_dist(&ni, EF_LAND, x, y, lookrange);
while (nxtitem(&ni, &land) && wanted) {
int min;
if (land.lnd_own != own)
continue;
lcp = &lchr[(int)land.lnd_type];
if (!(lcp->l_flags & L_SUPPLY))
continue;
if (land.lnd_item[type] <= get_minimum(&land, type))
continue;
getsect(land.lnd_x, land.lnd_y, &sect);
if (!BestLandPath(buf, &dest, &sect, &move_cost, MOB_MOVE))
continue;
if ((land.lnd_ship >= 0) && (sect.sct_type != SCT_HARBR))
continue;
if ((land.lnd_ship >= 0) && (sect.sct_effic < 2))
continue;
if (land.lnd_item[type] - wanted < get_minimum(&land, type)) {
struct lndstr save;
/*
* Temporarily zap this unit's store, so the recursion
* avoids it.
*/
save = land;
land.lnd_item[type] = 0;
putland(land.lnd_uid, &land);
land.lnd_item[type] =
save.lnd_item[type] + s_commod(own, land.lnd_x, land.lnd_y,
type, wanted, actually_doit);
if (actually_doit)
putland(land.lnd_uid, &land);
else
putland(save.lnd_uid, &save);
}
min = get_minimum(&land, type);
ip = &ichr[type];
weight = ip->i_lbs;
mobcost = move_cost * weight;
if (mobcost > 0)
can_move = (double)land.lnd_mobil / mobcost;
else
can_move = land.lnd_item[type] - min;
if (can_move > land.lnd_item[type] - min)
can_move = land.lnd_item[type] - min;
if (can_move >= wanted) {
land.lnd_item[type] -= wanted;
/* resupply the supply unit */
resupply_commod(&land, type);
land.lnd_mobil -= roundavg(wanted * weight * move_cost);
if (actually_doit)
putland(land.lnd_uid, &land);
return total_wanted;
} else if (can_move > 0) {
gotten += can_move;
wanted -= can_move;
land.lnd_item[type] -= can_move;
land.lnd_mobil -= roundavg(can_move * weight * move_cost);
if (actually_doit)
putland(land.lnd_uid, &land);
}
}
/* We've done the best we could */
/* return the number gotten */
return gotten;
}
/*
* We want to get enough shells to fire once,
* one update's worth of food, enough fuel for
* one update.
*/
static int
get_minimum(struct lndstr *lp, i_type type)
{
struct lchrstr *lcp;
int max, want = 0;
lcp = &lchr[(int)lp->lnd_type];
max = lcp->l_item[type];
switch (type) {
case I_FOOD:
if (opt_NOFOOD)
return 0; /* no food reqd, get out */
want = (int)ceil(food_needed(lp->lnd_item, etu_per_update));
break;
case I_SHELL:
want = lcp->l_ammo;
break;
/*
* return the amount of pet we'd need to get to
* enough fuel for 1 update
*/
case I_PETROL:
if (opt_FUEL == 0)
return 0;
want = lcp->l_fuelu * ((float)etu_per_update * land_mob_scale)
/ 10.0;
want -= lp->lnd_fuel;
if (want > 0) {
want = want / 10;
if (want == 0)
want++;
}
max = want;
break;
default:
return 0;
}
if (want > max)
want = max;
return want;
}
int
has_supply(struct lndstr *lp)
{
int shells_needed, shells, keepshells;
int food, food_needed, keepfood;
int fuel_needed, fuel, petrol_needed, petrol, keeppetrol;
if (!opt_NOFOOD) {
food_needed = get_minimum(lp, I_FOOD);
food = keepfood = lp->lnd_item[I_FOOD];
if (food < food_needed) {
lp->lnd_item[I_FOOD] = 0;
putland(lp->lnd_uid, lp);
food += try_supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
I_FOOD, (food_needed - food));
lp->lnd_item[I_FOOD] = keepfood;
putland(lp->lnd_uid, lp);
}
if (food < food_needed)
return 0;
}
shells_needed = lchr[lp->lnd_type].l_ammo;
shells = keepshells = lp->lnd_item[I_SHELL];
if (shells < shells_needed) {
lp->lnd_item[I_SHELL] = 0;
putland(lp->lnd_uid, lp);
shells += try_supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
I_SHELL, (shells_needed - shells));
lp->lnd_item[I_SHELL] = keepshells;
putland(lp->lnd_uid, lp);
}
if (shells < shells_needed)
return 0;
if (opt_FUEL) {
fuel_needed = lchr[lp->lnd_type].l_fuelu;
fuel = lp->lnd_fuel;
if (fuel < fuel_needed) {
petrol_needed =
ldround((fuel_needed - fuel) / 10.0, 1);
petrol = keeppetrol = lp->lnd_item[I_PETROL];
if (petrol < petrol_needed) {
lp->lnd_item[I_PETROL] = 0;
putland(lp->lnd_uid, lp);
petrol += try_supply_commod(lp->lnd_own,
lp->lnd_x, lp->lnd_y,
I_PETROL,
(petrol_needed - petrol));
lp->lnd_item[I_PETROL] = keeppetrol;
putland(lp->lnd_uid, lp);
}
fuel += petrol * 10;
}
if (fuel < fuel_needed)
return 0;
}
/* end opt_FUEL */
return 1;
}