of copies made by getvec(). This is safe, because the new code changes the item array precisely when the old code writes back a changed copy. (starv_ships, starv_units): Replace getvec() by direct, read-only item access. (feed_ship, feed_land): Remove parameter vec, work with sp->shp_item[] and lp->lnd_item[] instead. (plague_people): Change argument type to match uncopied item arrays.
498 lines
13 KiB
C
498 lines
13 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2000, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* ship.c: Do production for ships
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Steve McClure, 1996
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*/
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#include "misc.h"
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#include "var.h"
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#include "sect.h"
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#include "nat.h"
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#include "ship.h"
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#include "var.h"
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#include "news.h"
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#include "file.h"
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#include "product.h"
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#include "land.h"
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#include "xy.h"
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#include "nsc.h"
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#include "optlist.h"
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#include "player.h"
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#include "update.h"
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#include "common.h"
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#include "subs.h"
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#include "gen.h"
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#include "lost.h"
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#include "budg.h"
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#ifndef MIN
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#define MIN(x,y) ((x) > (y) ? (y) : (x))
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#endif
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static int shiprepair(register struct shpstr *, struct natstr *,
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int *, int);
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static void upd_ship(register struct shpstr *, register int,
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struct natstr *, int *, int);
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int
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prod_ship(int etus, int natnum, int *bp, int build)
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/* build = 1, maintain = 0 */
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{
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register struct shpstr *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 != (sp = getshipp(n)); n++) {
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if (sp->shp_own == 0)
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continue;
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if (sp->shp_own != natnum)
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continue;
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np = getnatp(sp->shp_own);
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start_money = np->nat_money;
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if (lastx == 9999 || lasty == 9999) {
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lastx = sp->shp_x;
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lasty = sp->shp_y;
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}
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if (lastx != sp->shp_x || lasty != sp->shp_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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upd_ship(sp, etus, np, bp, build);
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if (build && !player->simulation) /* make sure to only autonav once */
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nav_ship(sp); /* autonav the ship */
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sea_money[sp->shp_own] += np->nat_money - start_money;
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if ((build && (np->nat_money != start_money)) || (!build))
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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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if (opt_SAIL) {
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if (build && !player->simulation) /* make sure to only sail once */
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sail_ship(natnum);
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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_ship(register struct shpstr *sp, register 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 sctstr *sectp;
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struct mchrstr *mp;
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u_short pstage, ptime;
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int oil_gained;
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int max_oil;
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int max_food;
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struct pchrstr *product;
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s_char *resource;
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int n;
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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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mp = &mchr[(int)sp->shp_type];
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if (build == 1) {
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if (np->nat_priorities[PRI_SBUILD] == 0 || np->nat_money < 0)
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return;
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if (sp->shp_effic < SHIP_MINEFF || !shiprepair(sp, np, bp, etus)) {
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makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
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sp->shp_y);
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sp->shp_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] < sp->shp_tech * 0.85)
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mult = 2;
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cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
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if ((np->nat_priorities[PRI_SMAINT] == 0 || np->nat_money < cost)
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&& !player->simulation) {
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if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
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wu(0, sp->shp_own,
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"%s lost to lack of maintenance\n", prship(sp));
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makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x,
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sp->shp_y);
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sp->shp_own = 0;
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return;
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}
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wu(0, sp->shp_own,
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"%s lost %d%% to lack of maintenance\n",
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prship(sp), sp->shp_effic - eff);
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sp->shp_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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sectp = getsectp(sp->shp_x, sp->shp_y);
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if ((mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
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/*
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* take care of oil production
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*/
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oil_gained = roundavg((sp->shp_item[I_CIVIL] * etus / 10000.0)
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* sectp->sct_oil);
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sp->shp_item[I_OIL] += oil_gained;
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max_oil = vl_find(V_OIL, mp->m_vtype, mp->m_vamt, mp->m_nv);
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if (sp->shp_item[I_OIL] > max_oil)
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sp->shp_item[I_OIL] = max_oil;
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product = &pchr[P_OIL];
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if (product->p_nrdep != 0 && oil_gained > 0) {
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resource = ((s_char *)sectp) + product->p_nrndx;
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*resource -= roundavg(oil_gained *
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product->p_nrdep / 100.0);
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}
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}
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if ((mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
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sp->shp_item[I_FOOD] += ((sp->shp_item[I_CIVIL] * etus) / 1000.0)
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* sectp->sct_fertil;
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}
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if ((n = feed_ship(sp, etus, &needed, 1)) > 0) {
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wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
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if (n > 10)
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nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
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}
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max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
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if (sp->shp_item[I_FOOD] > max_food)
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sp->shp_item[I_FOOD] = max_food;
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/*
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* do plague stuff. plague can't break out on ships,
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* but it can still kill people.
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*/
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pstage = sp->shp_pstage;
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ptime = sp->shp_ptime;
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if (pstage != PLG_HEALTHY) {
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n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
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switch (n) {
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case PLG_DYING:
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wu(0, sp->shp_own,
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"PLAGUE deaths reported on %s\n", prship(sp));
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nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
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break;
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case PLG_INFECT:
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wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
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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, sp->shp_own,
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"Outbreak of PLAGUE on %s!\n", prship(sp));
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nreport(sp->shp_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, sp->shp_own,
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"%s battling PLAGUE\n", prship(sp));
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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, sp->shp_own,
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"Outbreak of PLAGUE on %s!\n", prship(sp));
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nreport(sp->shp_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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sp->shp_pstage = pstage;
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sp->shp_ptime = ptime;
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}
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pops[sp->shp_own] += sp->shp_item[I_CIVIL];
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}
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}
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}
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/*
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* idea is: a sector full of workers can fix up eight
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* battleships +8 % eff each etu. This will cost around
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* 8 * 8 * $40 = $2560!
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*/
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static int
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shiprepair(register struct shpstr *ship, struct natstr *np,
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int *bp, int etus)
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{
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register int delta;
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struct sctstr *sp;
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struct mchrstr *mp;
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float leftp, buildp;
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int left, build;
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int lcm_needed, hcm_needed;
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int wf;
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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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int rel;
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mp = &mchr[(int)ship->shp_type];
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sp = getsectp(ship->shp_x, ship->shp_y);
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if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
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rel = getrel(getnatp(sp->sct_own), ship->shp_own);
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if (rel < FRIENDLY)
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return 1;
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}
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wf = 0;
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/* only military can work on a military boat */
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if (ship->shp_glim > 0)
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wf = etus * ship->shp_item[I_MILIT] / 2;
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else
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wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
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if (sp->sct_type != SCT_HARBR) {
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wf /= 3;
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avail = wf;
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} else {
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if (!player->simulation)
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avail = wf + sp->sct_avail * 100;
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else
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avail = wf + gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
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}
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w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
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if (sp->sct_type != SCT_HARBR) {
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int abs_max, amt;
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if (ship->shp_glim > 0) {
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abs_max = vl_find(V_MILIT, mp->m_vtype,
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mp->m_vamt, (int)mp->m_nv);
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amt = ship->shp_item[I_MILIT];
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} else {
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abs_max = vl_find(V_CIVIL, mp->m_vtype,
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mp->m_vamt, (int)mp->m_nv);
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amt = ship->shp_item[I_CIVIL];
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if (abs_max == 0) {
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abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt,
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(int)mp->m_nv);
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amt = ship->shp_item[I_MILIT];
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}
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}
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if (abs_max == 0) {
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logerror("Abs max of 0 for ship %d\n", ship->shp_uid);
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abs_max = 1;
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}
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avail -= (etus * (100 - ((amt * 100) / abs_max))) / 7;
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/* think of it as entropy in action */
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}
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if (avail <= 0) {
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if (!player->simulation) {
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if (opt_SHIP_DECAY) {
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ship->shp_effic += avail / w_p_eff;
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}
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return 1;
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}
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}
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if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
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return 1;
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mult = 1;
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if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
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mult = 2;
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if (ship->shp_effic == 100) {
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/* ship is ok; no repairs needed */
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return 1;
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}
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left = 100 - ship->shp_effic;
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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 > etus * ship_grow_scale)
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delta = etus * ship_grow_scale;
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if (delta > left)
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delta = left;
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/* delta is the max amount we can grow */
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left = 100 - ship->shp_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((double)(mp->m_lcm * leftp), 1);
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mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp), 1);
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get_materials(sp, bp, mvec, 0);
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if (mvec[I_LCM] >= lcm_needed)
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buildp = leftp;
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else
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buildp = ((float)mvec[I_LCM] / (float)mp->m_lcm);
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if (mvec[I_HCM] < hcm_needed)
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buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)mp->m_hcm));
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build = ldround((double)(buildp * 100.0), 1);
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memset(mvec, 0, sizeof(mvec));
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mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
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mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
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get_materials(sp, bp, mvec, 1);
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if (sp->sct_type != SCT_HARBR)
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build = delta;
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wf -= build * w_p_eff;
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if (wf < 0) {
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/*
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* I didn't use roundavg here, because I want to penalize
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* the player with a large number of ships.
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*/
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if (!player->simulation)
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avail = (sp->sct_avail * 100 + wf) / 100;
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else
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avail = (gt_bg_nmbr(bp, sp, I_MAX + 1) * 100 + wf) / 100;
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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;
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else
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pt_bg_nmbr(bp, sp, I_MAX + 1, avail);
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}
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if (sp->sct_type != SCT_HARBR)
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if ((build + ship->shp_effic) > 80) {
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build = 80 - ship->shp_effic;
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if (build < 0)
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build = 0;
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}
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np->nat_money -= mult * mp->m_cost * build / 100.0;
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if (!player->simulation)
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ship->shp_effic += (s_char)build;
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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_ship(struct shpstr *sp, int etus, int *needed, int doit)
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{
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double food_eaten, land_eaten;
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int ifood_eaten;
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int can_eat, need;
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int total_people;
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int to_starve;
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int starved;
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struct nstr_item ni;
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struct lndstr *lp;
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if (opt_NOFOOD)
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return 0; /* no food no work to do */
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total_people
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= sp->shp_item[I_CIVIL] + sp->shp_item[I_MILIT] + sp->shp_item[I_UW];
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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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if (!player->simulation && ifood_eaten > sp->shp_item[I_FOOD])
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sp->shp_item[I_FOOD]
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+= supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
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I_FOOD, ifood_eaten - sp->shp_item[I_FOOD]);
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/* doit - only steal food from land units during the update */
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if (ifood_eaten > sp->shp_item[I_FOOD] && sp->shp_nland > 0 && doit) {
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snxtitem_all(&ni, EF_LAND);
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while ((lp = (struct lndstr *)nxtitemp(&ni, 0)) &&
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ifood_eaten > sp->shp_item[I_FOOD]) {
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if (lp->lnd_ship != sp->shp_uid)
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continue;
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need = ifood_eaten - sp->shp_item[I_FOOD];
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land_eaten = etus * eatrate * lnd_getmil(lp);
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if (lp->lnd_item[I_FOOD] - need > land_eaten) {
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sp->shp_item[I_FOOD] += need;
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lp->lnd_item[I_FOOD] -= need;
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} else if (lp->lnd_item[I_FOOD] - land_eaten > 0) {
|
|
sp->shp_item[I_FOOD] += lp->lnd_item[I_FOOD] - land_eaten;
|
|
lp->lnd_item[I_FOOD] -= lp->lnd_item[I_FOOD] - land_eaten;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ifood_eaten > sp->shp_item[I_FOOD]) {
|
|
*needed = ifood_eaten - sp->shp_item[I_FOOD];
|
|
can_eat = sp->shp_item[I_FOOD] / (etus * eatrate);
|
|
/* only want to starve off at most 1/2 the populace. */
|
|
if (can_eat < total_people / 2)
|
|
can_eat = total_people / 2;
|
|
|
|
to_starve = total_people - can_eat;
|
|
while (to_starve && sp->shp_item[I_UW]) {
|
|
to_starve--;
|
|
starved++;
|
|
sp->shp_item[I_UW]--;
|
|
}
|
|
while (to_starve && sp->shp_item[I_CIVIL]) {
|
|
to_starve--;
|
|
starved++;
|
|
sp->shp_item[I_CIVIL]--;
|
|
}
|
|
while (to_starve && sp->shp_item[I_MILIT]) {
|
|
to_starve--;
|
|
starved++;
|
|
sp->shp_item[I_MILIT]--;
|
|
}
|
|
|
|
sp->shp_item[I_FOOD] = 0;
|
|
} else {
|
|
sp->shp_item[I_FOOD] -= (int)food_eaten;
|
|
}
|
|
return starved;
|
|
}
|