]> git.pond.sub.org Git - empserver/blobdiff - src/lib/update/human.c
Update copyright notice
[empserver] / src / lib / update / human.c
index ae4c752f3296559980fda8f8c3f7d58a6fe4cfdf..a22d373e5c2db0922b1522ca02dde36218f75399 100644 (file)
@@ -1,11 +1,11 @@
 /*
  *  Empire - A multi-player, client/server Internet based war game.
- *  Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
- *                           Ken Stevens, Steve McClure
+ *  Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ *                Ken Stevens, Steve McClure, Markus Armbruster
  *
- *  This program is free software; you can redistribute it and/or modify
+ *  Empire 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
+ *  the Free Software Foundation, either version 3 of the License, or
  *  (at your option) any later version.
  *
  *  This program is distributed in the hope that it will be useful,
  *  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
+ *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
  *
  *  ---
  *
- *  See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- *  related information and legal notices. It is expected that any future
- *  projects/authors will amend these files as needed.
+ *  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.
  *
  *  ---
  *
  *  human.c: Food related functions
- * 
+ *
  *  Known contributors to this file:
  *     Dave Pare, 1986
  *     Steve McClure, 1996
+ *     Markus Armbruster, 2004-2016
  */
 
-#include "misc.h"
-#include "sect.h"
-#include "nat.h"
+#include <config.h>
+
+#include <math.h>
+#include "chance.h"
 #include "item.h"
-#include "news.h"
-#include "xy.h"
 #include "optlist.h"
-#include "budg.h"
+#include "nat.h"
+#include "news.h"
 #include "player.h"
+#include "prototypes.h"
+#include "sect.h"
 #include "update.h"
-#include "common.h"
-#include "gen.h"
-#include "subs.h"
+#include "xy.h"
 
-static int grow_people(struct sctstr *, int,
-                      struct natstr *, int *, int,
-                      short *);
-static int growfood(struct sctstr *, short *, int, int);
-static void starvation(struct sctstr *);
-static void trunc_people(struct sctstr *, struct natstr *,
-                        short *);
+static int new_work(struct sctstr *, int);
+static int growfood(struct sctstr *, int, int);
+static int starve_some(short *, i_type, int);
+static void trunc_people(struct sctstr *, struct natstr *);
+static int grow_people(struct sctstr *, int, struct natstr *, int);
+static int babies(int, int, double, int, int, int);
 
 /*
  * feed the individual sector
- *
  */
-int
-do_feed(struct sctstr *sp, struct natstr *np, short *vec,
-       int *workp, int *bp, int etu)
+void
+do_feed(struct sctstr *sp, struct natstr *np, int etu,
+       int round_babies_down)
 {
-    int people;
     int work_avail;
     int starved, sctwork;
     int needed;
-    int maxpop;
-
-    /* grow people & stuff */
-    sctwork = sp->sct_work;
+    int maxworkers;
+    int manna;
 
-    maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
+    maxworkers = max_workers(np->nat_level[NAT_RLEV], sp);
     work_avail = new_work(sp,
-                         total_work(sctwork, etu,
-                                    vec[I_CIVIL], vec[I_MILIT], vec[I_UW],
-                                    maxpop));
+                         total_work(sp->sct_work, etu,
+                                    sp->sct_item[I_CIVIL],
+                                    sp->sct_item[I_MILIT],
+                                    sp->sct_item[I_UW],
+                                    maxworkers));
 
-    people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
-    if (sp->sct_type != SCT_SANCT) {
+    if (sp->sct_type != SCT_WATER && sp->sct_type != SCT_SANCT) {
+       manna = 0;
        if (opt_NOFOOD == 0) {
-           if (vec[I_FOOD] < 1 + etu * people * eatrate) {
+           needed = (int)ceil(food_needed(sp->sct_item, etu));
+           if (sp->sct_item[I_FOOD] < needed) {
                /* need to grow "emergency rations" */
-               work_avail -= (2 *
-                              growfood(sp, vec, (int)(work_avail / 2),
-                                       etu));
+               work_avail -= 2 * growfood(sp, 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 (sp->sct_item[I_FOOD] == 0)
+                   /* Conjure up 1f to make life easier for the player */
+                   manna = sp->sct_item[I_FOOD] = 1;
            }
-           if ((vec[I_FOOD] < 1 + etu * people * eatrate) &&
-               (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);
-
-               /* Now, find some food */
-               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 && sp->sct_own) && (!player->simulation)) {
-           /* don't report POGO starvation */
-           wu(0, sp->sct_own, "%d starved in %s.\n", starved,
-              xyas(sp->sct_x, sp->sct_y, sp->sct_own));
-           if (starved > 25)
-               nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
        }
+       starved = feed_people(sp->sct_item, etu);
        if (starved > 0) {
-           if (!player->simulation)
-               starvation(sp);
+           if (!player->simulation) {
+               /* don't report POGO starvation */
+               if (sp->sct_own) {
+                   wu(0, sp->sct_own, "%d starved in %s.\n", starved,
+                      xyas(sp->sct_x, sp->sct_y, sp->sct_own));
+                   if (starved > 25)
+                       nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
+               }
+           }
+           sp->sct_loyal += roll(8) + 1;
            sctwork = 0;
        } else {
-           if (sp->sct_work < 100)
-               sctwork = sp->sct_work + 8 + (random() % 15);
+           sctwork = sp->sct_work;
+           if (sctwork < 100)
+               sctwork += 7 + roll(15);
            if (sctwork > 100)
                sctwork = 100;
-           if (!player->simulation)
-               sp->sct_work = sctwork;
-           grow_people(sp, etu, np, &work_avail, sctwork, vec);
+           grow_people(sp, etu, np, round_babies_down);
+           work_avail = new_work(sp,
+                                 total_work(sp->sct_work, etu,
+                                            sp->sct_item[I_CIVIL],
+                                            sp->sct_item[I_MILIT],
+                                            sp->sct_item[I_UW],
+                                            maxworkers));
+           /* FIXME restores work charged for growfood() */
+           /* age che */
+           sp->sct_che = age_people(sp->sct_che, etu);
        }
+       if (manna)
+           /* Take away food we conjured up */
+           sp->sct_item[I_FOOD] = 0;
     } else
-       sctwork = sp->sct_work = 100;
+       sctwork = 100;
+
     /* Here is where we truncate extra people, always */
-    trunc_people(sp, np, vec);
+    trunc_people(sp, np);
 
-    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]);
-    *workp = work_avail;
-    return sctwork;
+    sp->sct_work = sctwork;
+    sp->sct_avail = work_avail;
 }
 
-int
+static int
 new_work(struct sctstr *sp, int delta)
 {
-    if (sp->sct_type == sp->sct_newtype)
-       return min(rollover_avail_max, sp->sct_avail) + delta;
+    int rollover = sp->sct_avail;
 
-    return delta;
+    if (sp->sct_type != sp->sct_newtype)
+       rollover = 0;
+    if (rollover > rollover_avail_max)
+       rollover = rollover_avail_max;
+    if (rollover > delta / 2 + 1)
+       rollover = delta / 2 + 1;
+
+    return rollover + delta;
 }
 
 static int
-growfood(struct sctstr *sp, short *vec, int work, int etu)
+growfood(struct sctstr *sp, int work, int etu)
 {
     int food_fertil;
     int food_workers;
     int 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)
-     return 0;
-     */
     food_workers = work * fcrate;
     food_fertil = etu * sp->sct_fertil * fgrate;
-    food = min(food_workers, food_fertil);
-    /*
-     * be nice; grow minimum one food unit.
-     * This makes life simpler for the player.
-     */
-    if (food > ITEM_MAX - vec[I_FOOD])
-       food = ITEM_MAX - vec[I_FOOD];
-    vec[I_FOOD] += food;
-    if (vec[I_FOOD] == 0)
-       vec[I_FOOD] = 1;
+    food = MIN(food_workers, food_fertil);
+    if (food > ITEM_MAX - sp->sct_item[I_FOOD])
+       food = ITEM_MAX - sp->sct_item[I_FOOD];
+    sp->sct_item[I_FOOD] += food;
     work_used = food / fcrate;
     return work_used;
 }
@@ -180,71 +167,73 @@ growfood(struct sctstr *sp, short *vec, int work, int etu)
  * returns the number who starved, if any.
  */
 int
-feed_people(short *vec, int etu, int *needed)
+feed_people(short *vec, int etu)
 {
-    double food_eaten;
-    int ifood_eaten;
-    int can_eat;
-    int total_people;
-    int to_starve;
-    int starved;
+    int to_starve, starved;
 
     if (opt_NOFOOD)
        return 0;
 
-    total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
-    food_eaten = etu * eatrate * total_people;
-    ifood_eaten = (int)food_eaten;
-    if (food_eaten - ifood_eaten > 0)
-       ifood_eaten++;
-    if (ifood_eaten <= 1)
-       return 0;
-    starved = 0;
-    *needed = 0;
-    if (ifood_eaten > vec[I_FOOD]) {
-       *needed = ifood_eaten - vec[I_FOOD];
-       can_eat = vec[I_FOOD] / (etu * eatrate);
-       /* 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]) {
-           to_starve--;
-           starved++;
-           vec[I_UW]--;
-       }
-       while (to_starve && vec[I_CIVIL]) {
-           to_starve--;
-           starved++;
-           vec[I_CIVIL]--;
-       }
-       while (to_starve && vec[I_MILIT]) {
-           to_starve--;
-           starved++;
-           vec[I_MILIT]--;
-       }
-
+    to_starve = famine_victims(vec, etu);
+    starved = starve_some(vec, I_UW, to_starve);
+    starved += starve_some(vec, I_CIVIL, to_starve - starved);
+    starved += starve_some(vec, I_MILIT, to_starve - starved);
+    vec[I_FOOD] -= roundavg(food_needed(vec, etu));
+    if (vec[I_FOOD] < 0)
        vec[I_FOOD] = 0;
-    } else {
-       vec[I_FOOD] -= roundavg(food_eaten);
-    }
     return starved;
 }
 
+/*
+ * Return food eaten by people in @vec[] in @etu ETUs.
+ */
+double
+food_needed(short *vec, int etu)
+{
+    int people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
+    double need = etu * eatrate * people;
+    return need;
+}
+
+/*
+ * Return number of famine victims in @vec[] for @etu ETUs.
+ */
+int
+famine_victims(short *vec, int etu)
+{
+    double can_eat = vec[I_FOOD] / (etu * eatrate);
+    int people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
+    if (people <= can_eat)
+       return 0;
+    if (can_eat <= people / 2)
+       return people / 2;
+    return (int)(people - can_eat);
+}
+
+/*
+ * Starve up to @num people of @vec[@whom].
+ * Return the number of actually starved.
+ */
+static int
+starve_some(short *vec, i_type whom, int num)
+{
+    int retval = MIN(num, vec[whom]);
+    vec[whom] -= retval;
+    return retval;
+}
+
 /*
  * Truncate any extra people that may be around
  */
 static void
-trunc_people(struct sctstr *sp, struct natstr *np,
-            short *vec)
+trunc_people(struct sctstr *sp, struct natstr *np)
 {
     int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
 
-    if (vec[I_CIVIL] > maxpop)
-       vec[I_CIVIL] = maxpop;
-    if (vec[I_UW] > maxpop)
-       vec[I_UW] = maxpop;
+    if (sp->sct_item[I_CIVIL] > maxpop)
+       sp->sct_item[I_CIVIL] = maxpop;
+    if (sp->sct_item[I_UW] > maxpop)
+       sp->sct_item[I_UW] = maxpop;
 }
 
 /*
@@ -254,67 +243,56 @@ trunc_people(struct sctstr *sp, struct natstr *np,
  * production?  Maybe with just high education?
  */
 static int
-grow_people(struct sctstr *sp, int etu,
-           struct natstr *np, int *workp, int sctwork,
-           short *vec)
+grow_people(struct sctstr *sp, int etu, struct natstr *np, int round_down)
 {
     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));
-
-       newciv = new_birth;
-       if (newciv > new_food)
-           newciv = new_food;
-       /* Now, check max pops */
-       if ((vec[I_CIVIL] + newciv) > maxpop)
-           newciv = maxpop - vec[I_CIVIL];
-       vec[I_CIVIL] += newciv;
-    }
-    if (vec[I_UW] < maxpop) {
-       /*
-        * now grow uw's
-        */
-       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));
-
-       newuw = new_birth;
-       if (newuw > new_food)
-           newuw = new_food;
-       /* Now, check max pops */
-       if ((vec[I_UW] + newuw) > maxpop)
-           newuw = maxpop - vec[I_UW];
-       vec[I_UW] += newuw;
-    }
+    newciv = babies(sp->sct_item[I_CIVIL], etu, obrate,
+                   sp->sct_item[I_FOOD], maxpop, round_down);
+    sp->sct_item[I_CIVIL] += newciv;
+    newuw = babies(sp->sct_item[I_UW], etu, uwbrate,
+                  sp->sct_item[I_FOOD], maxpop, round_down);
+    sp->sct_item[I_UW] += newuw;
     /*
      * subtract the baby eat food (if we are using FOOD) and return
      * # of births.
      */
     if (opt_NOFOOD == 0 && (newciv || newuw))
-       vec[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
-    *workp += total_work(sctwork, etu, newciv, 0, newuw, ITEM_MAX);
+       sp->sct_item[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
     return newciv + newuw;
 }
 
 /*
- * percentage of people who starved
+ * Return the number of babies born to @adults in @etu ETUs.
+ * @brate is the birth rate.
+ * @food is the food available for growing babies.
+ * @maxpop is the population limit.
+ * If @round_down, discard fractions instead of rounding them
+ * randomly.
  */
-static void
-starvation(struct sctstr *sp)
+static int
+babies(int adults, int etu, double brate, int food, int maxpop,
+       int round_down)
 {
-    sp->sct_work = 0;
-    sp->sct_loyal += (random() % 8) + 2;
+    double new_birth;
+    int new_food, new;
+
+    if (adults >= maxpop)
+       return 0;
+
+    new_birth = brate * etu * adults;
+    new = round_down ? (int)new_birth : roundavg(new_birth);
+
+    if (!opt_NOFOOD) {
+       new_food = (int)(food / (2.0 * babyeat));
+       if (new > new_food)
+           new = new_food;
+    }
+
+    if (adults + new > maxpop)
+       new = maxpop - adults;
+
+    return new;
 }