/* Set the values tracked in BP for sector SP to the values in SP. */ void bp_set_from_sect(struct bp *bp, struct sctstr *sp) { bp_put_items(bp, sp, sp->sct_item); bp_put_avail(bp, sp, sp->sct_avail); }
static void planerepair(struct plnstr *pp, struct natstr *np, struct bp *bp, int etus) { int build; int mvec[I_MAX + 1]; struct shpstr *carrier; struct plchrstr *pcp = &plchr[(int)pp->pln_type]; struct sctstr *sp = getsectp(pp->pln_x, pp->pln_y); int delta; int mult; int avail; int w_p_eff; int used; carrier = NULL; if (pp->pln_ship >= 0) { if (pp->pln_effic >= 80) return; carrier = getshipp(pp->pln_ship); if (CANT_HAPPEN(!carrier)) return; if (carrier->shp_off) return; if (relations_with(carrier->shp_own, pp->pln_own) != ALLIED) return; } else { if (relations_with(sp->sct_own, pp->pln_own) != ALLIED) return; } if (sp->sct_off) return; mult = 1; if (np->nat_level[NAT_TLEV] < pp->pln_tech * 0.85) mult = 2; if (pp->pln_effic == 100) return; if (!player->simulation) avail = sp->sct_avail * 100; else avail = bp_get_avail(bp, sp) * 100; if (carrier) avail += etus * carrier->shp_item[I_MILIT] / 2; w_p_eff = PLN_BLD_WORK(pcp->pl_lcm, pcp->pl_hcm); delta = roundavg((double)avail / w_p_eff); if (delta <= 0) return; if (delta > (int)((float)etus * plane_grow_scale)) delta = (int)((float)etus * plane_grow_scale); if (delta > 100 - pp->pln_effic) delta = 100 - pp->pln_effic; memset(mvec, 0, sizeof(mvec)); mvec[I_MILIT] = pcp->pl_crew; mvec[I_LCM] = pcp->pl_lcm; mvec[I_HCM] = pcp->pl_hcm; build = get_materials(sp, bp, mvec, delta); if (carrier) build = delta; used = build * w_p_eff; /* * I didn't use roundavg here, because I want to * penalize the player with a large number of planes. */ if (!player->simulation) avail = (sp->sct_avail * 100 - used) / 100; else avail = (bp_get_avail(bp, sp) * 100 - used) / 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_AIRPT) build /= 3; if (carrier) { if ((pp->pln_effic + build) > 80) build = 80 - pp->pln_effic; } np->nat_money -= mult * build * pcp->pl_cost / 100.0; if (!player->simulation) pp->pln_effic += (signed char)build; }
/* * Produce for a specific nation */ void produce_sect(int natnum, int etu, struct bp *bp, int p_sect[][2]) { struct sctstr *sp; struct natstr *np; short buf[I_MAX + 1]; short *vec; int work, cost, ecost, pcost, sctwork; int n, desig, neweff, amount; for (n = 0; NULL != (sp = getsectid(n)); n++) { if (sp->sct_type == SCT_WATER) continue; if (sp->sct_own != natnum) continue; if (sp->sct_updated != 0) continue; np = getnatp(natnum); if (player->simulation) { /* work on a copy, which will be discarded */ memcpy(buf, sp->sct_item, sizeof(buf)); vec = buf; } else vec = sp->sct_item; /* If everybody is dead, the sector reverts to unowned. * This is also checked at the end of the production in * they all starved or were plagued off. */ if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 && !has_units(sp->sct_x, sp->sct_y, sp->sct_own, NULL)) { if (!player->simulation) { makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y); sp->sct_own = 0; sp->sct_oldown = 0; } continue; } sp->sct_updated = 1; work = 0; sctwork = do_feed(sp, np, vec, &work, etu); bp_put_items(bp, sp, vec); if (sp->sct_off || np->nat_money < 0) continue; neweff = sp->sct_effic; amount = 0; pcost = cost = ecost = 0; desig = sp->sct_type; if (dchr[desig].d_maint) { cost = etu * dchr[desig].d_maint; p_sect[SCT_MAINT][0]++; p_sect[SCT_MAINT][1] += cost; if (!player->simulation) np->nat_money -= cost; } if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) && np->nat_money >= 0) { neweff = upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork, &cost); bp_put_items(bp, sp, vec); p_sect[SCT_EFFIC][0]++; p_sect[SCT_EFFIC][1] += cost; if (!player->simulation) { np->nat_money -= cost; sp->sct_type = desig; sp->sct_effic = neweff; } } if (desig == SCT_ENLIST && neweff >= 60 && sp->sct_own == sp->sct_oldown) { p_sect[desig][0] += enlist(vec, etu, &ecost); p_sect[desig][1] += ecost; if (!player->simulation) np->nat_money -= ecost; bp_put_items(bp, sp, vec); } /* * now do the production (if sector effic >= 60%) */ if (neweff >= 60) { if (np->nat_money >= 0 && dchr[desig].d_prd >= 0) work -= produce(np, sp, vec, work, desig, neweff, &pcost, &amount); bp_put_items(bp, sp, vec); } bp_put_avail(bp, sp, work); p_sect[desig][0] += amount; p_sect[desig][1] += pcost; if (!player->simulation) { sp->sct_avail = work; np->nat_money -= pcost; } } }