2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * human.c: Food related functions
30 * Known contributors to this file:
51 static int grow_people(struct sctstr *, int,
52 struct natstr *, int *, int,
54 static int babies(int, int, double, int, int);
55 static int growfood(struct sctstr *, short *, int, int);
56 static void trunc_people(struct sctstr *, struct natstr *,
60 * feed the individual sector
64 do_feed(struct sctstr *sp, struct natstr *np, short *vec,
65 int *workp, int *bp, int etu)
73 /* grow people & stuff */
74 sctwork = sp->sct_work;
76 maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
77 work_avail = new_work(sp,
78 total_work(sctwork, etu,
79 vec[I_CIVIL], vec[I_MILIT], vec[I_UW],
82 people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
83 if (sp->sct_type != SCT_SANCT) {
84 if (opt_NOFOOD == 0) {
85 if (vec[I_FOOD] < 1 + etu * people * eatrate) {
86 /* need to grow "emergency rations" */
88 growfood(sp, vec, (int)(work_avail / 2),
90 /* It's twice as hard to grow those than norm */
91 pt_bg_nmbr(bp, sp, I_MAX + 1, work_avail);
92 if (!player->simulation)
93 sp->sct_avail = work_avail;
95 if ((vec[I_FOOD] < 1 + etu * people * eatrate) &&
96 (sp->sct_own == sp->sct_oldown)) {
98 /* steal food from warehouses, headquarters,
99 supply ships in port, or supply units */
102 needed = ldround((double)(1 + etu * people * eatrate), 1);
104 /* Now, find some food */
105 vec[I_FOOD] = supply_commod(sp->sct_own, sp->sct_x,
106 sp->sct_y, I_FOOD, needed);
110 starved = feed_people(vec, etu, &needed);
112 if (!player->simulation) {
113 /* don't report POGO starvation */
115 wu(0, sp->sct_own, "%d starved in %s.\n", starved,
116 xyas(sp->sct_x, sp->sct_y, sp->sct_own));
118 nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
121 sp->sct_loyal += (random() % 8) + 2;
125 if (sp->sct_work < 100)
126 sctwork = sp->sct_work + 8 + (random() % 15);
129 if (!player->simulation)
130 sp->sct_work = sctwork;
131 grow_people(sp, etu, np, &work_avail, sctwork, vec);
134 sctwork = sp->sct_work = 100;
135 /* Here is where we truncate extra people, always */
136 trunc_people(sp, np, vec);
138 pt_bg_nmbr(bp, sp, I_CIVIL, vec[I_CIVIL]);
139 pt_bg_nmbr(bp, sp, I_UW, vec[I_UW]);
140 pt_bg_nmbr(bp, sp, I_MILIT, vec[I_MILIT]);
146 new_work(struct sctstr *sp, int delta)
148 if (sp->sct_type == sp->sct_newtype)
149 return MIN(rollover_avail_max, sp->sct_avail) + delta;
155 growfood(struct sctstr *sp, short *vec, int work, int etu)
162 food_workers = work * fcrate;
163 food_fertil = etu * sp->sct_fertil * fgrate;
164 food = MIN(food_workers, food_fertil);
165 if (food > ITEM_MAX - vec[I_FOOD])
166 food = ITEM_MAX - vec[I_FOOD];
168 * Be nice; grow minimum one food unit.
169 * This makes life simpler for the player.
172 if (vec[I_FOOD] == 0)
174 work_used = food / fcrate;
179 * returns the number who starved, if any.
182 feed_people(short *vec, int etu, int *needed)
194 total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
195 food_eaten = etu * eatrate * total_people;
196 ifood_eaten = (int)food_eaten;
197 if (food_eaten - ifood_eaten > 0)
199 if (ifood_eaten <= 1)
203 if (ifood_eaten > vec[I_FOOD]) {
204 *needed = ifood_eaten - vec[I_FOOD];
205 can_eat = vec[I_FOOD] / (etu * eatrate);
206 /* only want to starve off at most 1/2 the populace. */
207 if (can_eat < total_people / 2)
208 can_eat = total_people / 2;
210 to_starve = total_people - can_eat;
211 while (to_starve && vec[I_UW]) {
216 while (to_starve && vec[I_CIVIL]) {
221 while (to_starve && vec[I_MILIT]) {
229 vec[I_FOOD] -= roundavg(food_eaten);
235 * Truncate any extra people that may be around
238 trunc_people(struct sctstr *sp, struct natstr *np,
241 int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
243 if (vec[I_CIVIL] > maxpop)
244 vec[I_CIVIL] = maxpop;
245 if (vec[I_UW] > maxpop)
250 * Grow babies, and add to populace.
251 * XXX Might think about dropping in a birth
252 * rate limitation on countries with high tech
253 * production? Maybe with just high education?
256 grow_people(struct sctstr *sp, int etu,
257 struct natstr *np, int *workp, int sctwork,
262 int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
264 newciv = babies(vec[I_CIVIL], etu, obrate, vec[I_FOOD], maxpop);
265 vec[I_CIVIL] += newciv;
266 newuw = babies(vec[I_UW], etu, uwbrate, vec[I_FOOD], maxpop);
269 * subtract the baby eat food (if we are using FOOD) and return
272 if (opt_NOFOOD == 0 && (newciv || newuw))
273 vec[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
274 *workp += total_work(sctwork, etu, newciv, 0, newuw, ITEM_MAX);
275 return newciv + newuw;
279 * Return the number of babies born to ADULTS in ETU ETUs.
280 * BRATE is the birth rate.
281 * FOOD is the food available for growing babies.
282 * MAXPOP is the population limit.
285 babies(int adults, int etu, double brate, int food, int maxpop)
287 int new_birth, new_food, new;
289 if (adults >= maxpop)
292 new_birth = roundavg(brate * etu * adults);
294 new_food = new_birth;
296 new_food = (int)(0.5 + food / (2.0 * babyeat));
301 if (adults + new > maxpop)
302 new = maxpop - adults;