2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2005, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * projects/authors will amend these files as needed.
28 * human.c: Food related functions
30 * Known contributors to this file:
49 static int grow_people(struct sctstr *, int,
50 struct natstr *, int *, int,
52 static int growfood(struct sctstr *, short *, int, int);
53 static void trunc_people(struct sctstr *, struct natstr *,
57 * feed the individual sector
61 do_feed(struct sctstr *sp, struct natstr *np, short *vec,
62 int *workp, int *bp, int etu)
70 /* grow people & stuff */
71 sctwork = sp->sct_work;
73 maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
74 work_avail = new_work(sp,
75 total_work(sctwork, etu,
76 vec[I_CIVIL], vec[I_MILIT], vec[I_UW],
79 people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
80 if (sp->sct_type != SCT_SANCT) {
81 if (opt_NOFOOD == 0) {
82 if (vec[I_FOOD] < 1 + etu * people * eatrate) {
83 /* need to grow "emergency rations" */
85 growfood(sp, vec, (int)(work_avail / 2),
87 /* It's twice as hard to grow those than norm */
88 pt_bg_nmbr(bp, sp, I_MAX + 1, work_avail);
89 if (!player->simulation)
90 sp->sct_avail = work_avail;
92 if ((vec[I_FOOD] < 1 + etu * people * eatrate) &&
93 (sp->sct_own == sp->sct_oldown)) {
95 /* steal food from warehouses, headquarters,
96 supply ships in port, or supply units */
99 needed = ldround((double)(1 + etu * people * eatrate), 1);
101 /* Now, find some food */
102 vec[I_FOOD] = supply_commod(sp->sct_own, sp->sct_x,
103 sp->sct_y, I_FOOD, needed);
107 starved = feed_people(vec, etu, &needed);
109 if (!player->simulation) {
110 /* don't report POGO starvation */
112 wu(0, sp->sct_own, "%d starved in %s.\n", starved,
113 xyas(sp->sct_x, sp->sct_y, sp->sct_own));
115 nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
118 sp->sct_loyal += (random() % 8) + 2;
122 if (sp->sct_work < 100)
123 sctwork = sp->sct_work + 8 + (random() % 15);
126 if (!player->simulation)
127 sp->sct_work = sctwork;
128 grow_people(sp, etu, np, &work_avail, sctwork, vec);
131 sctwork = sp->sct_work = 100;
132 /* Here is where we truncate extra people, always */
133 trunc_people(sp, np, vec);
135 pt_bg_nmbr(bp, sp, I_CIVIL, vec[I_CIVIL]);
136 pt_bg_nmbr(bp, sp, I_UW, vec[I_UW]);
137 pt_bg_nmbr(bp, sp, I_MILIT, vec[I_MILIT]);
143 new_work(struct sctstr *sp, int delta)
145 if (sp->sct_type == sp->sct_newtype)
146 return min(rollover_avail_max, sp->sct_avail) + delta;
152 growfood(struct sctstr *sp, short *vec, int work, int etu)
159 food_workers = work * fcrate;
160 food_fertil = etu * sp->sct_fertil * fgrate;
161 food = min(food_workers, food_fertil);
162 if (food > ITEM_MAX - vec[I_FOOD])
163 food = ITEM_MAX - vec[I_FOOD];
165 * Be nice; grow minimum one food unit.
166 * This makes life simpler for the player.
169 if (vec[I_FOOD] == 0)
171 work_used = food / fcrate;
176 * returns the number who starved, if any.
179 feed_people(short *vec, int etu, int *needed)
191 total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
192 food_eaten = etu * eatrate * total_people;
193 ifood_eaten = (int)food_eaten;
194 if (food_eaten - ifood_eaten > 0)
196 if (ifood_eaten <= 1)
200 if (ifood_eaten > vec[I_FOOD]) {
201 *needed = ifood_eaten - vec[I_FOOD];
202 can_eat = vec[I_FOOD] / (etu * eatrate);
203 /* only want to starve off at most 1/2 the populace. */
204 if (can_eat < total_people / 2)
205 can_eat = total_people / 2;
207 to_starve = total_people - can_eat;
208 while (to_starve && vec[I_UW]) {
213 while (to_starve && vec[I_CIVIL]) {
218 while (to_starve && vec[I_MILIT]) {
226 vec[I_FOOD] -= roundavg(food_eaten);
232 * Truncate any extra people that may be around
235 trunc_people(struct sctstr *sp, struct natstr *np,
238 int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
240 if (vec[I_CIVIL] > maxpop)
241 vec[I_CIVIL] = maxpop;
242 if (vec[I_UW] > maxpop)
247 * Grow babies, and add to populace.
248 * XXX Might think about dropping in a birth
249 * rate limitation on countries with high tech
250 * production? Maybe with just high education?
253 grow_people(struct sctstr *sp, int etu,
254 struct natstr *np, int *workp, int sctwork,
261 int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
265 if (vec[I_CIVIL] < maxpop) {
266 new_birth = (int)roundavg(obrate * (double)(etu * vec[I_CIVIL]));
268 new_food = (int)(0.5 + maxpop / (2.0 * babyeat));
269 else /* we are using food */
270 new_food = (int)(0.5 + vec[I_FOOD] / (2.0 * babyeat));
273 if (newciv > new_food)
275 /* Now, check max pops */
276 if ((vec[I_CIVIL] + newciv) > maxpop)
277 newciv = maxpop - vec[I_CIVIL];
278 vec[I_CIVIL] += newciv;
280 if (vec[I_UW] < maxpop) {
284 new_birth = (int)roundavg(uwbrate * (double)(etu * vec[I_UW]));
286 new_food = (int)(0.5 + maxpop / (2.0 * babyeat));
287 else /* food is important */
288 new_food = (int)(0.5 + vec[I_FOOD] / (2.0 * babyeat));
291 if (newuw > new_food)
293 /* Now, check max pops */
294 if ((vec[I_UW] + newuw) > maxpop)
295 newuw = maxpop - vec[I_UW];
299 * subtract the baby eat food (if we are using FOOD) and return
302 if (opt_NOFOOD == 0 && (newciv || newuw))
303 vec[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
304 *workp += total_work(sctwork, etu, newciv, 0, newuw, ITEM_MAX);
305 return newciv + newuw;