/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, 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 <config.h>
+
#include <math.h>
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "nat.h"
+#include "chance.h"
#include "item.h"
-#include "news.h"
-#include "file.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 *, register int,
- register struct natstr *, int *, int,
- short *);
-static int growfood(struct sctstr *, short *, int, int);
-static void starvation(struct sctstr *);
-static void trunc_people(struct sctstr *, register 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, dummy;
- int civvies, uws;
- int mil;
- int maxpop;
+ int needed;
+ int maxworkers;
+ int manna;
- /* grow people & stuff */
- sctwork = sp->sct_work;
+ maxworkers = max_workers(np->nat_level[NAT_RLEV], sp);
+ 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));
- maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
- civvies = (vec[I_CIVIL] > maxpop) ? maxpop : vec[I_CIVIL];
- 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);
- if (opt_ROLLOVER_AVAIL) {
- if (sp->sct_type == sp->sct_newtype) {
- work_avail += sp->sct_avail;
- }
- }
-
- 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;
- dummy = 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]);
- if (work_avail > 999) work_avail = 999;
- *workp = work_avail;
- return sctwork;
+ sp->sct_work = sctwork;
+ sp->sct_avail = work_avail;
}
static int
-growfood(struct sctstr *sp, short *vec, int work, int etu)
+new_work(struct sctstr *sp, int delta)
{
- double food_fertil;
- double food_workers;
- double food;
+ int rollover = sp->sct_avail;
+
+ 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, 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 = food_fertil;
- if (food > food_workers)
- food = food_workers;
- /*
- * be nice; grow minimum one food unit.
- * This makes life simpler for the player.
- */
- vec[I_FOOD] += (int)food;
- if (vec[I_FOOD] == 0)
- vec[I_FOOD] = 1;
- if (vec[I_FOOD] > ITEM_MAX)
- vec[I_FOOD] = ITEM_MAX;
- work_used = (int)food / fcrate;
+ 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;
}
* 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, register 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;
}
/*
* production? Maybe with just high education?
*/
static int
-grow_people(struct sctstr *sp, register int etu,
- register 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);
+ 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;
}