*
*/
int
-do_feed(register struct sctstr *sp, register struct natstr *np, int *vec, int *workp, int *bp, int etu)
+do_feed(register struct sctstr *sp, register struct natstr *np, int *vec,
+ int *workp, int *bp, int etu)
{
- extern double eatrate;
- int people;
- int work_avail;
- int starved, sctwork;
- int needed, dummy;
+ extern double eatrate;
+ int people;
+ int work_avail;
+ int starved, sctwork;
+ int needed, dummy;
int civvies, uws;
int mil;
int maxpop;
-
+
/* grow people & stuff */
sctwork = sp->sct_work;
uws = (vec[I_UW] > maxpop) ? maxpop : vec[I_UW];
mil = (vec[I_MILIT] > maxpop) ? maxpop : vec[I_MILIT];
work_avail = total_work(sctwork, etu, civvies, mil, uws);
-
+
people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
if (sp->sct_type != SCT_SANCT) {
if (opt_NOFOOD == 0) {
if (vec[I_FOOD] < 1 + etu * people * eatrate) {
- /* need to grow "emergency rations" */
- work_avail -= (2 *
- growfood(sp, vec, (int)(work_avail/2), etu));
- /* It's twice as hard to grow those than norm*/
- pt_bg_nmbr(bp, sp, I_MAX+1, work_avail);
+ /* need to grow "emergency rations" */
+ work_avail -= (2 *
+ growfood(sp, vec, (int)(work_avail / 2),
+ etu));
+ /* It's twice as hard to grow those than norm */
+ pt_bg_nmbr(bp, sp, I_MAX + 1, work_avail);
if (!player->simulation)
sp->sct_avail = work_avail;
}
if ((vec[I_FOOD] < 1 + etu * people * eatrate) &&
- (sp->sct_own == sp->sct_oldown)){
-
+ (sp->sct_own == sp->sct_oldown)) {
+
/* steal food from warehouses, headquarters,
supply ships in port, or supply units */
- int needed;
-
- needed = ldround((double)(1+etu*people*eatrate),1);
-
+ int needed;
+
+ needed = ldround((double)(1 + etu * people * eatrate), 1);
+
/* Now, find some food */
- vec[I_FOOD] = supply_commod(sp->sct_own,sp->sct_x,
- sp->sct_y,I_FOOD,needed);
-
+ vec[I_FOOD] = supply_commod(sp->sct_own, sp->sct_x,
+ sp->sct_y, I_FOOD, needed);
+
}
}
starved = feed_people(vec, etu, &needed);
if (starved > 0) {
if (!player->simulation)
starvation(sp);
- sctwork = 0;
+ sctwork = 0;
} else {
if (sp->sct_work < 100)
sctwork = sp->sct_work + 8 + (random() % 15);
sctwork = sp->sct_work = 100;
/* Here is where we truncate extra people, always */
trunc_people(sp, np, vec);
-
+
pt_bg_nmbr(bp, sp, I_CIVIL, vec[I_CIVIL]);
pt_bg_nmbr(bp, sp, I_UW, vec[I_UW]);
pt_bg_nmbr(bp, sp, I_MILIT, vec[I_MILIT]);
int
growfood(struct sctstr *sp, register int *vec, int work, int etu)
{
- extern double fgrate;
- extern double fcrate;
- double food_fertil;
- double food_workers;
- double food;
- int work_used;
-
+ extern double fgrate;
+ extern double fcrate;
+ double food_fertil;
+ double food_workers;
+ double food;
+ int work_used;
+
/* I'm being very nice and commenting out this so players
* won't whine about starvation
if (sp->sct_fertil == 0 || work == 0)
* be nice; grow minimum one food unit.
* This makes life simpler for the player.
*/
- vec[I_FOOD] += (int) food;
+ vec[I_FOOD] += (int)food;
if (vec[I_FOOD] == 0)
vec[I_FOOD] = 1;
if (vec[I_FOOD] > 9999)
vec[I_FOOD] = 9999;
- work_used = (int) food / fcrate;
+ work_used = (int)food / fcrate;
return work_used;
}
int
feed_people(register int *vec, int etu, int *needed)
{
- extern double eatrate;
- double food_eaten;
- double people_left;
- int can_eat;
- int total_people;
- int to_starve;
- int starved;
-
+ extern double eatrate;
+ double food_eaten;
+ double people_left;
+ int can_eat;
+ int total_people;
+ int to_starve;
+ int starved;
+
if (opt_NOFOOD)
return 0;
food_eaten = (double)(((double)etu * (double)eatrate) *
- (double)(vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]));
+ (double)(vec[I_CIVIL] + vec[I_MILIT] +
+ vec[I_UW]));
if (food_eaten <= 1)
return 0;
starved = 0;
if (opt_NEW_STARVE) {
can_eat = (vec[I_FOOD] / (etu * eatrate));
total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
-
+
/* 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 && vec[I_UW]){
+ if (can_eat < (total_people / 2))
+ can_eat = total_people / 2;
+
+ to_starve = total_people - can_eat;
+ while (to_starve && vec[I_UW]) {
to_starve--;
starved++;
vec[I_UW]--;
}
- while(to_starve && vec[I_CIVIL]){
+ while (to_starve && vec[I_CIVIL]) {
to_starve--;
starved++;
vec[I_CIVIL]--;
}
- while(to_starve && vec[I_MILIT]){
+ while (to_starve && vec[I_MILIT]) {
to_starve--;
starved++;
vec[I_MILIT]--;
}
-
+
vec[I_FOOD] = 0;
- }
- else { /* ! opt_NEW_STARVE */
-
+ } else { /* ! opt_NEW_STARVE */
+
people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
/* only want to starve off at most 1/2 the populace. */
if (people_left < 0.5)
people_left = 0.5;
- vec[I_CIVIL] = (int) (vec[I_CIVIL] * people_left);
- vec[I_MILIT] = (int) (vec[I_MILIT] * people_left);
- vec[I_UW] = (int) (vec[I_UW] * people_left);
+ vec[I_CIVIL] = (int)(vec[I_CIVIL] * people_left);
+ vec[I_MILIT] = (int)(vec[I_MILIT] * people_left);
+ vec[I_UW] = (int)(vec[I_UW] * people_left);
starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
vec[I_FOOD] = 0;
- } /* end opt_NEW_STARVE */
+ } /* end opt_NEW_STARVE */
} else {
vec[I_FOOD] -= roundavg(food_eaten);
}
* Truncate any extra people that may be around
*/
void
-trunc_people(struct sctstr *sp, register struct natstr *np, register int *vec)
+trunc_people(struct sctstr *sp, register struct natstr *np,
+ register int *vec)
{
int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
-
+
if (vec[I_CIVIL] > maxpop)
vec[I_CIVIL] = maxpop;
if (vec[I_UW] > maxpop)
* rate limitation on countries with high tech
* production? Maybe with just high education?
*/
-int grow_people(struct sctstr *sp, register int etu, register struct natstr *np, int *workp, int sctwork, register int *vec)
+int
+grow_people(struct sctstr *sp, register int etu,
+ register struct natstr *np, int *workp, int sctwork,
+ register int *vec)
{
- extern double obrate;
- extern double uwbrate;
- extern double babyeat;
- int newciv;
- int newuw;
- int new_birth;
- int new_food;
- int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
-
+ extern double obrate;
+ extern double uwbrate;
+ extern double babyeat;
+ int newciv;
+ int newuw;
+ int new_birth;
+ int new_food;
+ int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
+
newciv = 0;
newuw = 0;
if (vec[I_CIVIL] < maxpop) {
- new_birth = (int) roundavg(obrate * (double)(etu * vec[I_CIVIL]));
- if (opt_NOFOOD)
- new_food = (int) (0.5 + maxpop / (2.0 * babyeat));
- else /* we are using food */
- new_food = (int) (0.5 + vec[I_FOOD] / (2.0 * babyeat));
-
+ new_birth = (int)roundavg(obrate * (double)(etu * vec[I_CIVIL]));
+ if (opt_NOFOOD)
+ new_food = (int)(0.5 + maxpop / (2.0 * babyeat));
+ else /* we are using food */
+ new_food = (int)(0.5 + vec[I_FOOD] / (2.0 * babyeat));
+
newciv = new_birth;
if (newciv > new_food)
newciv = new_food;
/*
* now grow uw's
*/
- new_birth = (int) roundavg(uwbrate * (double)(etu * vec[I_UW]));
+ new_birth = (int)roundavg(uwbrate * (double)(etu * vec[I_UW]));
if (opt_NOFOOD)
- new_food = (int) (0.5 + maxpop / (2.0 * babyeat));
- else /* food is important */
- new_food = (int) (0.5 + vec[I_FOOD] / (2.0 * babyeat));
-
+ new_food = (int)(0.5 + maxpop / (2.0 * babyeat));
+ else /* food is important */
+ new_food = (int)(0.5 + vec[I_FOOD] / (2.0 * babyeat));
+
newuw = new_birth;
if (newuw > new_food)
newuw = new_food;