empserver/src/lib/update/ship.c
Markus Armbruster 5d0f5e69ee Rebase of Hvy Metal I final version
Straightforward forward port.  Drop the code to reset track on
startup.  It's not necessary, and it breaks linking of empdump.
2008-05-07 10:33:41 +02:00

406 lines
11 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.
*
* ---
*
* ship.c: Do production for ships
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
* Ron Koenderink, 2004
* Markus Armbruster, 2006-2008
*/
#include <config.h>
#include <math.h>
#include "budg.h"
#include "land.h"
#include "lost.h"
#include "news.h"
#include "plague.h"
#include "player.h"
#include "product.h"
#include "ship.h"
#include "update.h"
static void shiprepair(struct shpstr *, struct natstr *, struct bp *, int);
static void upd_ship(struct shpstr *, int, struct natstr *, struct bp *, int);
static int feed_ship(struct shpstr *, int);
int
prod_ship(int etus, int natnum, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
struct shpstr *sp;
struct natstr *np;
int n, k = 0;
int start_money;
int lastx = 9999, lasty = 9999;
bp_enable_cachepath();
for (n = 0; NULL != (sp = getshipp(n)); n++) {
if (sp->shp_own == 0)
continue;
if (sp->shp_own != natnum)
continue;
if (sp->shp_effic < SHIP_MINEFF) {
makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
sp->shp_x, sp->shp_y);
sp->shp_own = 0;
continue;
}
np = getnatp(sp->shp_own);
if (lastx == 9999 || lasty == 9999) {
lastx = sp->shp_x;
lasty = sp->shp_y;
}
if (lastx != sp->shp_x || lasty != sp->shp_y) {
/* Reset the cache */
bp_disable_cachepath();
bp_clear_cachepath();
bp_enable_cachepath();
}
start_money = np->nat_money;
upd_ship(sp, etus, np, bp, build);
if (build && !player->simulation) /* make sure to only autonav once */
nav_ship(sp); /* autonav the ship */
sea_money[sp->shp_own] += np->nat_money - start_money;
if (!build || np->nat_money != start_money)
k++;
if (player->simulation)
np->nat_money = start_money;
}
bp_disable_cachepath();
bp_clear_cachepath();
if (opt_SAIL) {
if (build && !player->simulation) /* make sure to only sail once */
sail_ship(natnum);
}
return k;
}
static void
upd_ship(struct shpstr *sp, int etus,
struct natstr *np, struct bp *bp, int build)
/* build = 1, maintain = 0 */
{
struct sctstr *sectp;
struct mchrstr *mp;
int pstage, ptime;
int oil_gained;
int max_oil;
int max_food;
struct pchrstr *product;
unsigned char *resource;
int dep;
int n;
int mult;
int cost;
int eff;
mp = &mchr[(int)sp->shp_type];
if (build == 1) {
if (!sp->shp_off && np->nat_money >= 0)
shiprepair(sp, np, bp, etus);
if (!player->simulation)
sp->shp_off = 0;
} else {
mult = 1;
if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
mult = 2;
cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
if (np->nat_money < cost && !player->simulation) {
if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
wu(0, sp->shp_own,
"%s lost to lack of maintenance\n", prship(sp));
makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
sp->shp_x, sp->shp_y);
sp->shp_own = 0;
return;
}
wu(0, sp->shp_own,
"%s lost %d%% to lack of maintenance\n",
prship(sp), sp->shp_effic - eff);
sp->shp_effic = eff;
} else {
np->nat_money -= cost;
}
if (!player->simulation) {
sectp = getsectp(sp->shp_x, sp->shp_y);
/* produce oil */
if (np->nat_money >= 0
&& (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER
&& sp->shp_mobil >= ship_mob_max) {
product = &pchr[dchr[SCT_OIL].d_prd];
oil_gained = roundavg(total_work(100, etus,
sp->shp_item[I_CIVIL],
sp->shp_item[I_MILIT],
sp->shp_item[I_UW],
ITEM_MAX)
* sp->shp_effic / 100.0
* sectp->sct_oil / 100.0
* prod_eff(SCT_OIL, sp->shp_tech));
max_oil = mp->m_item[I_OIL];
if (sp->shp_item[I_OIL] + oil_gained > max_oil)
oil_gained = max_oil - sp->shp_item[I_OIL];
if (product->p_nrdep != 0 && oil_gained > 0) {
resource = (unsigned char *)sectp + product->p_nrndx;
if (*resource * 100 < product->p_nrdep * oil_gained)
oil_gained = *resource * 100 / product->p_nrdep;
dep = roundavg(oil_gained * product->p_nrdep / 100.0);
if (CANT_HAPPEN(dep > *resource))
dep = *resource;
*resource -= dep;
}
sp->shp_item[I_OIL] += oil_gained;
}
/* produce fish */
if (np->nat_money >= 0
&& (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
sp->shp_item[I_FOOD]
+= roundavg(total_work(100, etus,
sp->shp_item[I_CIVIL],
sp->shp_item[I_MILIT],
sp->shp_item[I_UW],
ITEM_MAX)
* sp->shp_effic / 100.0
* sectp->sct_fertil / 100.0
* prod_eff(SCT_AGRI, sp->shp_tech));
}
/* feed */
if ((n = feed_ship(sp, etus)) > 0) {
wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
if (n > 10)
nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
}
max_food = mp->m_item[I_FOOD];
if (sp->shp_item[I_FOOD] > max_food)
sp->shp_item[I_FOOD] = max_food;
/*
* do plague stuff. plague can't break out on ships,
* but it can still kill people.
*/
pstage = sp->shp_pstage;
ptime = sp->shp_ptime;
if (pstage != PLG_HEALTHY) {
n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
switch (n) {
case PLG_DYING:
wu(0, sp->shp_own,
"PLAGUE deaths reported on %s\n", prship(sp));
nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
break;
case PLG_INFECT:
wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
break;
case PLG_INCUBATE:
/* Are we still incubating? */
if (n == pstage) {
/* Yes. Will it turn "infectious" next time? */
if (ptime <= etus) {
/* Yes. Report an outbreak. */
wu(0, sp->shp_own,
"Outbreak of PLAGUE on %s!\n", prship(sp));
nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
}
} else {
/* It has already moved on to "infectious" */
wu(0, sp->shp_own,
"%s battling PLAGUE\n", prship(sp));
}
break;
case PLG_EXPOSED:
/* Has the plague moved to "incubation" yet? */
if (n != pstage) {
/* Yes. Will it turn "infectious" next time? */
if (ptime <= etus) {
/* Yes. Report an outbreak. */
wu(0, sp->shp_own,
"Outbreak of PLAGUE on %s!\n", prship(sp));
nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
}
}
break;
default:
break;
}
sp->shp_pstage = pstage;
sp->shp_ptime = ptime;
}
pops[sp->shp_own] += sp->shp_item[I_CIVIL];
}
}
}
/*
* idea is: a sector full of workers can fix up eight
* battleships +8 % eff each etu. This will cost around
* 8 * 8 * $40 = $2560!
*/
static void
shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
{
int delta;
struct sctstr *sp;
struct mchrstr *mp;
int build;
int wf;
int avail;
int w_p_eff;
int mult;
int mvec[I_MAX + 1];
int rel;
mp = &mchr[(int)ship->shp_type];
sp = getsectp(ship->shp_x, ship->shp_y);
if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
rel = getrel(getnatp(sp->sct_own), ship->shp_own);
if (rel < FRIENDLY)
return;
}
wf = 0;
/* only military can work on a military boat */
if (mp->m_glim != 0)
wf = etus * ship->shp_item[I_MILIT] / 2;
else
wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
if (sp->sct_type != SCT_HARBR) {
wf /= 3;
avail = wf;
} else {
if (!player->simulation)
avail = wf + sp->sct_avail * 100;
else
avail = wf + bp_get_avail(bp, sp) * 100;
}
w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
return;
mult = 1;
if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
mult = 2;
if (ship->shp_effic == 100) {
/* ship is ok; no repairs needed */
return;
}
delta = roundavg((double)avail / w_p_eff);
if (delta <= 0)
return;
if (delta > (int)((float)etus * ship_grow_scale))
delta = (int)((float)etus * ship_grow_scale);
if (delta > 100 - ship->shp_effic)
delta = 100 - ship->shp_effic;
memset(mvec, 0, sizeof(mvec));
mvec[I_LCM] = mp->m_lcm;
mvec[I_HCM] = mp->m_hcm;
build = get_materials(sp, bp, mvec, delta);
if (sp->sct_type != SCT_HARBR)
build = delta;
wf -= build * w_p_eff;
if (wf < 0) {
/*
* I didn't use roundavg here, because I want to penalize
* the player with a large number of ships.
*/
if (!player->simulation)
avail = (sp->sct_avail * 100 + wf) / 100;
else
avail = (bp_get_avail(bp, sp) * 100 + wf) / 100;
if (avail < 0)
avail = 0;
if (!player->simulation)
sp->sct_avail = avail;
else
bp_put_avail(bp, sp, avail);
}
if (sp->sct_type != SCT_HARBR)
if ((build + ship->shp_effic) > 80) {
build = 80 - ship->shp_effic;
if (build < 0)
build = 0;
}
np->nat_money -= mult * mp->m_cost * build / 100.0;
if (!player->simulation)
ship->shp_effic += (signed char)build;
}
/*
* returns the number who starved, if any.
*/
static int
feed_ship(struct shpstr *sp, int etus)
{
int needed, take;
double give;
struct nstr_item ni;
struct lndstr *lp;
if (opt_NOFOOD)
return 0;
needed = (int)ceil(food_needed(sp->shp_item, etus));
/* scrounge */
if (needed > sp->shp_item[I_FOOD])
sp->shp_item[I_FOOD] += supply_commod(sp->shp_own,
sp->shp_x, sp->shp_y, I_FOOD,
needed - sp->shp_item[I_FOOD]);
if (needed > sp->shp_item[I_FOOD]) {
/* take from embarked land units, but don't starve them */
snxtitem_all(&ni, EF_LAND);
while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
if (lp->lnd_ship != sp->shp_uid)
continue;
give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
if (give < 1.0)
continue;
take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
sp->shp_item[I_FOOD] += take;
lp->lnd_item[I_FOOD] -= take;
}
}
return feed_people(sp->shp_item, etus);
}