/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
#include <math.h>
#include "chance.h"
#include "item.h"
+#include "optlist.h"
+#include "nat.h"
#include "news.h"
#include "player.h"
+#include "prototypes.h"
+#include "sect.h"
#include "update.h"
#include "xy.h"
-static int growfood(struct sctstr *, short *, int, int);
+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 *, short *);
-static int grow_people(struct sctstr *, int, struct natstr *,
- short *);
-static int babies(int, int, double, int, 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, int *workp, int etu)
+void
+do_feed(struct sctstr *sp, struct natstr *np, int etu,
+ int round_babies_down)
{
int work_avail;
int starved, sctwork;
sp->sct_item[I_UW],
maxworkers));
- if (sp->sct_type != SCT_SANCT) {
+ if (sp->sct_type != SCT_WATER && sp->sct_type != SCT_SANCT) {
manna = 0;
if (opt_NOFOOD == 0) {
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, sp->sct_item,
- work_avail / 2, etu);
+ work_avail -= 2 * growfood(sp, work_avail / 2, etu);
/* It's twice as hard to grow those than norm */
if (sp->sct_item[I_FOOD] == 0)
/* Conjure up 1f to make life easier for the player */
if (starved > 25)
nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
}
- sp->sct_loyal += roll(8) + 1;
}
+ sp->sct_loyal += roll(8) + 1;
sctwork = 0;
} else {
sctwork = sp->sct_work;
sctwork += 7 + roll(15);
if (sctwork > 100)
sctwork = 100;
- grow_people(sp, etu, np, sp->sct_item);
+ grow_people(sp, etu, np, round_babies_down);
work_avail = new_work(sp,
total_work(sp->sct_work, etu,
sp->sct_item[I_CIVIL],
maxworkers));
/* FIXME restores work charged for growfood() */
/* age che */
- if (!player->simulation)
- sp->sct_che = age_people(sp->sct_che, etu);
+ 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 = 100;
+
/* Here is where we truncate extra people, always */
- trunc_people(sp, np, sp->sct_item);
+ trunc_people(sp, np);
- *workp = work_avail;
- if (!player->simulation)
- sp->sct_work = sctwork;
- 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;
food_workers = work * fcrate;
food_fertil = etu * sp->sct_fertil * fgrate;
food = MIN(food_workers, food_fertil);
- if (food > ITEM_MAX - vec[I_FOOD])
- food = ITEM_MAX - vec[I_FOOD];
- vec[I_FOOD] += food;
+ 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;
}
* 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;
}
/*
* production? Maybe with just high education?
*/
static int
-grow_people(struct sctstr *sp, int etu,
- struct natstr *np,
- short *vec)
+grow_people(struct sctstr *sp, int etu, struct natstr *np, int round_down)
{
int newciv;
int newuw;
int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
- newciv = babies(vec[I_CIVIL], etu, obrate, vec[I_FOOD], maxpop);
- vec[I_CIVIL] += newciv;
- newuw = babies(vec[I_UW], etu, uwbrate, vec[I_FOOD], maxpop);
- 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);
+ sp->sct_item[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
return newciv + newuw;
}
* @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 int
-babies(int adults, int etu, double brate, int food, int maxpop)
+babies(int adults, int etu, double brate, int food, int maxpop,
+ int round_down)
{
- int new_birth, new_food, new;
+ double new_birth;
+ int new_food, new;
if (adults >= maxpop)
return 0;
- new_birth = roundavg(brate * etu * adults);
- if (opt_NOFOOD)
- new_food = new_birth;
- else
+ 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;
+ }
- new = new_birth;
- if (new > new_food)
- new = new_food;
if (adults + new > maxpop)
new = maxpop - adults;