#define MIN(x,y) ((x) > (y) ? (y) : (x))
#endif
-void upd_land(register struct lndstr *lp, int landno, register int etus, struct natstr *np, int *bp, int build);
+void upd_land(register struct lndstr *lp, int landno, register int etus,
+ struct natstr *np, int *bp, int build);
int
prod_land(int etus, int natnum, int *bp, int build)
- /* build = 1, maintain = 0 */
+ /* build = 1, maintain = 0 */
{
- register struct lndstr *lp;
- struct sctstr *sp;
- struct natstr *np;
- int n, k=0;
- extern long lnd_money[MAXNOC];
- int start_money;
- int lastx = 9999, lasty = 9999;
-
- bp_enable_cachepath();
- for (n=0; NULL != (lp = getlandp(n)); n++) {
- if (lp->lnd_own == 0)
- continue;
- if (lp->lnd_own != natnum)
- continue;
-
- sp = getsectp(lp->lnd_x,lp->lnd_y);
- if (sp->sct_type == SCT_SANCT)
- continue;
- if (lastx == 9999 || lasty == 9999) {
- lastx = lp->lnd_x;
- lasty = lp->lnd_y;
- }
- if (lastx != lp->lnd_x || lasty != lp->lnd_y) {
- /* Reset the cache */
- bp_disable_cachepath();
- bp_clear_cachepath();
- bp_enable_cachepath();
- }
- np = getnatp(lp->lnd_own);
- start_money = np->nat_money;
- upd_land(lp, n, etus, np, bp, build);
- lnd_money[lp->lnd_own] += np->nat_money - start_money;
- if ((build && (np->nat_money != start_money)) || (!build))
- k++;
- if (player->simulation)
- np->nat_money = start_money;
- }
- bp_disable_cachepath();
- bp_clear_cachepath();
-
- return k;
+ register struct lndstr *lp;
+ struct sctstr *sp;
+ struct natstr *np;
+ int n, k = 0;
+ extern long lnd_money[MAXNOC];
+ int start_money;
+ int lastx = 9999, lasty = 9999;
+
+ bp_enable_cachepath();
+ for (n = 0; NULL != (lp = getlandp(n)); n++) {
+ if (lp->lnd_own == 0)
+ continue;
+ if (lp->lnd_own != natnum)
+ continue;
+
+ sp = getsectp(lp->lnd_x, lp->lnd_y);
+ if (sp->sct_type == SCT_SANCT)
+ continue;
+ if (lastx == 9999 || lasty == 9999) {
+ lastx = lp->lnd_x;
+ lasty = lp->lnd_y;
+ }
+ if (lastx != lp->lnd_x || lasty != lp->lnd_y) {
+ /* Reset the cache */
+ bp_disable_cachepath();
+ bp_clear_cachepath();
+ bp_enable_cachepath();
+ }
+ np = getnatp(lp->lnd_own);
+ start_money = np->nat_money;
+ upd_land(lp, n, etus, np, bp, build);
+ lnd_money[lp->lnd_own] += np->nat_money - start_money;
+ if ((build && (np->nat_money != start_money)) || (!build))
+ k++;
+ if (player->simulation)
+ np->nat_money = start_money;
+ }
+ bp_disable_cachepath();
+ bp_clear_cachepath();
+
+ return k;
}
void
-upd_land(register struct lndstr *lp, int landno, register int etus, struct natstr *np, int *bp, int build)
- /* build = 1, maintain = 0 */
+upd_land(register struct lndstr *lp, int landno, register int etus,
+ struct natstr *np, int *bp, int build)
+ /* build = 1, maintain = 0 */
{
- extern int morale_base;
- struct lchrstr *lcp;
- int vec[I_MAX+1];
- int cvec[I_MAX+1];
- int n;
- double techfact(int, double);
- int min = morale_base-(int)np->nat_level[NAT_HLEV];
- int mult;
- extern double money_land;
- int needed;
- int cost;
- int eff;
-
- if (!player->simulation)
- if (lp->lnd_retreat < min)
+ extern int morale_base;
+ struct lchrstr *lcp;
+ int vec[I_MAX + 1];
+ int cvec[I_MAX + 1];
+ int n;
+ double techfact(int, double);
+ int min = morale_base - (int)np->nat_level[NAT_HLEV];
+ int mult;
+ extern double money_land;
+ int needed;
+ int cost;
+ int eff;
+
+ if (!player->simulation)
+ if (lp->lnd_retreat < min)
lp->lnd_retreat = min;
- lcp = &lchr[(int)lp->lnd_type];
- getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
- if (build == 1){
- if (np->nat_priorities[PRI_LBUILD] == 0 ||
- np->nat_money < 0)
- return;
- if (lp->lnd_effic < LAND_MINEFF ||
- !(landrepair(lp,vec,np,bp,etus))){
- makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
- lp->lnd_own = 0;
- return;
- }
- }else{
- mult = 1;
- if (np->nat_level[NAT_TLEV] < lp->lnd_tech * 0.85)
- mult = 2;
- if (lcp->l_flags & L_ENGINEER)
- mult *= 3;
+ lcp = &lchr[(int)lp->lnd_type];
+ getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
+ if (build == 1) {
+ if (np->nat_priorities[PRI_LBUILD] == 0 || np->nat_money < 0)
+ return;
+ if (lp->lnd_effic < LAND_MINEFF ||
+ !(landrepair(lp, vec, np, bp, etus))) {
+ makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x,
+ lp->lnd_y);
+ lp->lnd_own = 0;
+ return;
+ }
+ } else {
+ mult = 1;
+ if (np->nat_level[NAT_TLEV] < lp->lnd_tech * 0.85)
+ mult = 2;
+ if (lcp->l_flags & L_ENGINEER)
+ mult *= 3;
/* cost = -(mult * etus * dmin(0.0, money_land * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/
- cost = -(mult * etus * dmin(0.0, money_land * lcp->l_cost));
- if ((np->nat_priorities[PRI_LMAINT] == 0 ||
- np->nat_money < cost) && !player->simulation) {
- if ((eff = lp->lnd_effic - etus/5) < LAND_MINEFF) {
- wu(0, lp->lnd_own,
- "%s lost to lack of maintenance\n",
- prland(lp));
- makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
- lp->lnd_own = 0;
- return;
- }
- wu(0, lp->lnd_own,
- "%s lost %d%% to lack of maintenance\n",
- prland(lp), lp->lnd_effic - eff);
- lp->lnd_effic = eff;
- } else {
- np->nat_money -= cost;
- }
+ cost = -(mult * etus * dmin(0.0, money_land * lcp->l_cost));
+ if ((np->nat_priorities[PRI_LMAINT] == 0 ||
+ np->nat_money < cost) && !player->simulation) {
+ if ((eff = lp->lnd_effic - etus / 5) < LAND_MINEFF) {
+ wu(0, lp->lnd_own,
+ "%s lost to lack of maintenance\n", prland(lp));
+ makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x,
+ lp->lnd_y);
+ lp->lnd_own = 0;
+ return;
+ }
+ wu(0, lp->lnd_own,
+ "%s lost %d%% to lack of maintenance\n",
+ prland(lp), lp->lnd_effic - eff);
+ lp->lnd_effic = eff;
+ } else {
+ np->nat_money -= cost;
+ }
/* Mil costs are now part of regular mil costs, not maint costs */
/* np->nat_money += (int) (money_mil * etus * lnd_getmil(lp));*/
- /* Grab more stuff */
- if ((opt_NOFOOD == 0) && !player->simulation)
- resupply_commod(lp,I_FOOD);
-
- getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
- if (!player->simulation) {
- if ((n = feed_land(lp, vec, etus, &needed, 1)) > 0) {
- wu(0, lp->lnd_own, "%d starved in %s%s\n",
- n, prland(lp),
- (lp->lnd_effic < LAND_MINEFF ?
- ", killing it" : ""));
- if (n > 10)
- nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
- }
- /*
- * do plague stuff. plague can't break out on land units,
- * but it can still kill people on them.
- */
- getvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
- if (cvec[C_PSTAGE] > 0) {
- n = plague_people(np, vec, cvec, etus);
- switch (n) {
- case PLG_DYING:
+ /* Grab more stuff */
+ if ((opt_NOFOOD == 0) && !player->simulation)
+ resupply_commod(lp, I_FOOD);
+
+ getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
+ if (!player->simulation) {
+ if ((n = feed_land(lp, vec, etus, &needed, 1)) > 0) {
+ wu(0, lp->lnd_own, "%d starved in %s%s\n",
+ n, prland(lp),
+ (lp->lnd_effic < LAND_MINEFF ? ", killing it" : ""));
+ if (n > 10)
+ nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
+ }
+ /*
+ * do plague stuff. plague can't break out on land units,
+ * but it can still kill people on them.
+ */
+ getvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
+ if (cvec[C_PSTAGE] > 0) {
+ n = plague_people(np, vec, cvec, etus);
+ switch (n) {
+ case PLG_DYING:
+ wu(0, lp->lnd_own,
+ "PLAGUE deaths reported on %s\n", prland(lp));
+ nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1);
+ break;
+ case PLG_INFECT:
+ wu(0, lp->lnd_own, "%s battling PLAGUE\n", prland(lp));
+ break;
+ case PLG_INCUBATE:
+ /* Are we still incubating? */
+ if (n == cvec[C_PSTAGE]) {
+ /* Yes. Will it turn "infectious" next time? */
+ if (cvec[C_PTIME] <= etus) {
+ /* Yes. Report an outbreak. */
wu(0, lp->lnd_own,
- "PLAGUE deaths reported on %s\n",
- prland(lp));
- nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1);
- break;
- case PLG_INFECT:
- wu(0, lp->lnd_own, "%s battling PLAGUE\n",
- prland(lp));
- break;
- case PLG_INCUBATE:
- /* Are we still incubating? */
- if (n == cvec[C_PSTAGE]) {
- /* Yes. Will it turn "infectious" next time? */
- if (cvec[C_PTIME] <= etus) {
- /* Yes. Report an outbreak. */
- wu(0, lp->lnd_own,
- "Outbreak of PLAGUE on %s!\n",
- prland(lp));
- nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
- }
- } else {
- /* It has already moved on to "infectious" */
- wu(0, lp->lnd_own,
- "%s battling PLAGUE\n", prland(lp));
- }
- break;
- case PLG_EXPOSED:
- /* Has the plague moved to "incubation" yet? */
- if (n != cvec[C_PSTAGE]) {
- /* Yes. Will it turn "infectious" next time? */
- if (cvec[C_PTIME] <= etus) {
- /* Yes. Report an outbreak. */
- wu(0, lp->lnd_own,
- "Outbreak of PLAGUE on %s!\n",
- prland(lp));
- nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
- }
- }
- break;
- default:
- break;
+ "Outbreak of PLAGUE on %s!\n", prland(lp));
+ nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
}
- putvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
- }
- putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
- } /* end !player->simulation */
- }
+ } else {
+ /* It has already moved on to "infectious" */
+ wu(0, lp->lnd_own,
+ "%s battling PLAGUE\n", prland(lp));
+ }
+ break;
+ case PLG_EXPOSED:
+ /* Has the plague moved to "incubation" yet? */
+ if (n != cvec[C_PSTAGE]) {
+ /* Yes. Will it turn "infectious" next time? */
+ if (cvec[C_PTIME] <= etus) {
+ /* Yes. Report an outbreak. */
+ wu(0, lp->lnd_own,
+ "Outbreak of PLAGUE on %s!\n", prland(lp));
+ nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ putvec(VT_COND, cvec, (s_char *)lp, EF_LAND);
+ }
+ putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
+ } /* end !player->simulation */
+ }
}
/*ARGSUSED*/
int
-landrepair(register struct lndstr *land, int *vec, struct natstr *np, int *bp, int etus)
+landrepair(register struct lndstr *land, int *vec, struct natstr *np,
+ int *bp, int etus)
{
- extern int mil_dbl_pay;
- extern int land_grow_scale;
- register int delta;
- struct sctstr *sp;
- struct lchrstr *lp;
- float leftp, buildp;
- int left, build;
- int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed;
- int avail;
- int w_p_eff;
- int mult;
- int svec[I_MAX+1];
- int mvec[I_MAX+1];
-
- lp = &lchr[(int)land->lnd_type];
- sp = getsectp(land->lnd_x, land->lnd_y);
- if (sp->sct_off)
- return 1;
- getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
- mult = 1;
- if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
- mult = 2;
+ extern int mil_dbl_pay;
+ extern int land_grow_scale;
+ register int delta;
+ struct sctstr *sp;
+ struct lchrstr *lp;
+ float leftp, buildp;
+ int left, build;
+ int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed;
+ int avail;
+ int w_p_eff;
+ int mult;
+ int svec[I_MAX + 1];
+ int mvec[I_MAX + 1];
+
+ lp = &lchr[(int)land->lnd_type];
+ sp = getsectp(land->lnd_x, land->lnd_y);
+ if (sp->sct_off)
+ return 1;
+ getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
+ mult = 1;
+ if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
+ mult = 2;
- if (land->lnd_effic == 100) {
- /* land is ok; no repairs needed */
- return 1;
- }
- if (sp->sct_own != land->lnd_own)
- return 1;
-
- if (!player->simulation)
- avail = sp->sct_avail * 100;
- else
- avail = gt_bg_nmbr(bp, sp, I_MAX+1) * 100;
-
- w_p_eff = 20 + (lp->l_lcm + 2 * lp->l_hcm);
- delta = roundavg((double)avail/w_p_eff);
- if (delta <= 0)
- return 1;
- if (delta > etus*land_grow_scale)
- delta = etus*land_grow_scale;
-
- /* delta is the max amount we can grow */
-
- left = 100 - land->lnd_effic;
- if (left > delta)
- left = delta;
-
- leftp = ((float)left/100.0);
-
- bzero((s_char *)mvec, sizeof(mvec));
- mvec[I_LCM] = lcm_needed = ldround((double)(lp->l_lcm * leftp),1);
- mvec[I_HCM] = hcm_needed = ldround((double)(lp->l_hcm * leftp),1);
+ if (land->lnd_effic == 100) {
+ /* land is ok; no repairs needed */
+ return 1;
+ }
+ if (sp->sct_own != land->lnd_own)
+ return 1;
+
+ if (!player->simulation)
+ avail = sp->sct_avail * 100;
+ else
+ avail = gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
+
+ w_p_eff = 20 + (lp->l_lcm + 2 * lp->l_hcm);
+ delta = roundavg((double)avail / w_p_eff);
+ if (delta <= 0)
+ return 1;
+ if (delta > etus * land_grow_scale)
+ delta = etus * land_grow_scale;
+
+ /* delta is the max amount we can grow */
+
+ left = 100 - land->lnd_effic;
+ if (left > delta)
+ left = delta;
+
+ leftp = ((float)left / 100.0);
+
+ bzero((s_char *)mvec, sizeof(mvec));
+ mvec[I_LCM] = lcm_needed = ldround((double)(lp->l_lcm * leftp), 1);
+ mvec[I_HCM] = hcm_needed = ldround((double)(lp->l_hcm * leftp), 1);
/*
mvec[I_GUN] = gun_needed = ldround((double)(lp->l_gun * leftp),1);
mvec[I_MILIT] = mil_needed = ldround((double)(lp->l_mil * leftp),1);
mvec[I_SHELL] = shell_needed = ldround((double)(lp->l_shell *leftp),1);
*/
- mvec[I_GUN] = gun_needed = 0;
- mvec[I_MILIT] = mil_needed = 0;
- mvec[I_SHELL] = shell_needed = 0;
-
- get_materials(sp, bp, mvec, 0);
-
- if (mvec[I_MILIT]>=mil_needed)
- buildp=leftp;
- else
- buildp=((float)mvec[I_MILIT]/(float)lp->l_mil);
- if (mvec[I_LCM] < lcm_needed)
- buildp = MIN(buildp,((float)mvec[I_LCM]/(float)lp->l_lcm));
- if (mvec[I_HCM] < hcm_needed)
- buildp = MIN(buildp,((float)mvec[I_HCM]/(float)lp->l_hcm));
- if (mvec[I_GUN] < gun_needed)
- buildp = MIN(buildp,((float)mvec[I_GUN]/(float)lp->l_gun));
- if (mvec[I_SHELL] < shell_needed)
- buildp = MIN(buildp,((float)mvec[I_SHELL]/(float)lp->l_shell));
-
- build=ldround((double)(buildp*100.0),1);
-
- bzero((s_char *)mvec, sizeof(mvec));
- mvec[I_LCM] = lcm_needed = roundavg((double)(lp->l_lcm * buildp));
- mvec[I_HCM] = hcm_needed = roundavg((double)(lp->l_hcm * buildp));
+ mvec[I_GUN] = gun_needed = 0;
+ mvec[I_MILIT] = mil_needed = 0;
+ mvec[I_SHELL] = shell_needed = 0;
+
+ get_materials(sp, bp, mvec, 0);
+
+ if (mvec[I_MILIT] >= mil_needed)
+ buildp = leftp;
+ else
+ buildp = ((float)mvec[I_MILIT] / (float)lp->l_mil);
+ if (mvec[I_LCM] < lcm_needed)
+ buildp = MIN(buildp, ((float)mvec[I_LCM] / (float)lp->l_lcm));
+ if (mvec[I_HCM] < hcm_needed)
+ buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)lp->l_hcm));
+ if (mvec[I_GUN] < gun_needed)
+ buildp = MIN(buildp, ((float)mvec[I_GUN] / (float)lp->l_gun));
+ if (mvec[I_SHELL] < shell_needed)
+ buildp = MIN(buildp, ((float)mvec[I_SHELL] / (float)lp->l_shell));
+
+ build = ldround((double)(buildp * 100.0), 1);
+
+ bzero((s_char *)mvec, sizeof(mvec));
+ mvec[I_LCM] = lcm_needed = roundavg((double)(lp->l_lcm * buildp));
+ mvec[I_HCM] = hcm_needed = roundavg((double)(lp->l_hcm * buildp));
/*
mvec[I_GUN] = gun_needed = roundavg((double)(lp->l_gun * buildp));
mvec[I_MILIT] = mil_needed = roundavg((double)(lp->l_mil * buildp));
mvec[I_SHELL] = shell_needed = roundavg((double)(lp->l_shell *buildp));
*/
- mvec[I_GUN] = gun_needed = 0;
- mvec[I_MILIT] = mil_needed = 0;
- mvec[I_SHELL] = shell_needed = 0;
- mil_dbl_pay += mil_needed;
-
- get_materials(sp, bp, mvec, 1);
-
- if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
- build /= 3;
-
- avail -= build * w_p_eff;
- if (!player->simulation) {
- sp->sct_avail = avail/100;
- if (sp->sct_avail < 0)
- sp->sct_avail = 0;
- } else {
- pt_bg_nmbr(bp, sp, I_MAX+1, avail/100);
- if (gt_bg_nmbr(bp, sp, I_MAX+1) < 0)
- pt_bg_nmbr(bp, sp, I_MAX+1, 0);
- }
-
-if (build<0)
- logerror("land unit %d building %d ! \n",land->lnd_uid,build);
- np->nat_money -= mult * lp->l_cost * build / 100.0;
- if (!player->simulation) {
- land->lnd_effic += (s_char)build;
-
- putsect(sp);
- }
- return 1;
+ mvec[I_GUN] = gun_needed = 0;
+ mvec[I_MILIT] = mil_needed = 0;
+ mvec[I_SHELL] = shell_needed = 0;
+ mil_dbl_pay += mil_needed;
+
+ get_materials(sp, bp, mvec, 1);
+
+ if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
+ build /= 3;
+
+ avail -= build * w_p_eff;
+ if (!player->simulation) {
+ sp->sct_avail = avail / 100;
+ if (sp->sct_avail < 0)
+ sp->sct_avail = 0;
+ } else {
+ pt_bg_nmbr(bp, sp, I_MAX + 1, avail / 100);
+ if (gt_bg_nmbr(bp, sp, I_MAX + 1) < 0)
+ pt_bg_nmbr(bp, sp, I_MAX + 1, 0);
+ }
+
+ if (build < 0)
+ logerror("land unit %d building %d ! \n", land->lnd_uid, build);
+ np->nat_money -= mult * lp->l_cost * build / 100.0;
+ if (!player->simulation) {
+ land->lnd_effic += (s_char)build;
+
+ putsect(sp);
+ }
+ return 1;
}
/*
* returns the number who starved, if any.
*/
int
-feed_land(struct lndstr *lp, register int *vec, int etus, int *needed, int doit)
+feed_land(struct lndstr *lp, register int *vec, int etus, int *needed,
+ int doit)
{
- extern double eatrate;
- double food_eaten, ship_eaten;
- double people_left;
- int can_eat, need, svec[I_MAX+1];
- int total_people;
- int starved;
- struct lchrstr *lcp;
- struct shpstr *sp;
-
- if (opt_NOFOOD) return 0; /* no food no work to be done */
-
- lcp = &lchr[(int)lp->lnd_type];
-
- food_eaten = (etus * eatrate) * total_mil(lp);
- starved = 0;
- *needed = 0;
- /*
- * If we're on a ship, and we don't have enough food,
- * get some food off the carrying ship. (Don't starve
- * the ship, tho...
- */
+ extern double eatrate;
+ double food_eaten, ship_eaten;
+ double people_left;
+ int can_eat, need, svec[I_MAX + 1];
+ int total_people;
+ int starved;
+ struct lchrstr *lcp;
+ struct shpstr *sp;
+
+ if (opt_NOFOOD)
+ return 0; /* no food no work to be done */
+
+ lcp = &lchr[(int)lp->lnd_type];
+
+ food_eaten = (etus * eatrate) * total_mil(lp);
+ starved = 0;
+ *needed = 0;
+ /*
+ * If we're on a ship, and we don't have enough food,
+ * get some food off the carrying ship. (Don't starve
+ * the ship, tho...
+ */
/* doit - Only try to take food off the ship during the update */
- if ((food_eaten > vec[I_FOOD]) && (lp->lnd_ship >= 0) && doit){
- need = (int)food_eaten - vec[I_FOOD];
- sp = getshipp(lp->lnd_ship);
- getvec(VT_ITEM, svec, (s_char *)sp, EF_SHIP);
- ship_eaten = (etus * eatrate) *
- (svec[I_CIVIL]+svec[I_MILIT]+svec[I_UW]);
- if ((svec[I_FOOD]-need) > ship_eaten){
- vec[I_FOOD] += need;
- svec[I_FOOD] -= need;
- }
- else if ((svec[I_FOOD]-ship_eaten) > 0){
- vec[I_FOOD] += (svec[I_FOOD] - ship_eaten);
- svec[I_FOOD] -= (svec[I_FOOD] - ship_eaten);
- }
- putvec(VT_ITEM, svec, (s_char *)sp, EF_SHIP);
+ if ((food_eaten > vec[I_FOOD]) && (lp->lnd_ship >= 0) && doit) {
+ need = (int)food_eaten - vec[I_FOOD];
+ sp = getshipp(lp->lnd_ship);
+ getvec(VT_ITEM, svec, (s_char *)sp, EF_SHIP);
+ ship_eaten = (etus * eatrate) *
+ (svec[I_CIVIL] + svec[I_MILIT] + svec[I_UW]);
+ if ((svec[I_FOOD] - need) > ship_eaten) {
+ vec[I_FOOD] += need;
+ svec[I_FOOD] -= need;
+ } else if ((svec[I_FOOD] - ship_eaten) > 0) {
+ vec[I_FOOD] += (svec[I_FOOD] - ship_eaten);
+ svec[I_FOOD] -= (svec[I_FOOD] - ship_eaten);
}
-
- if (food_eaten > vec[I_FOOD]) {
- *needed = food_eaten - vec[I_FOOD];
- if (*needed < (food_eaten - vec[I_FOOD]))
- (*needed)++;
- can_eat = (vec[I_FOOD] / (etus * eatrate));
- total_people = total_mil(lp);
- /* only want to starve off at most 1/2 the populace. */
- if (can_eat < (total_people/2))
- can_eat = total_people/2;
-
- people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
- /* only want to starve off at most 1/2 the populace. */
- if (people_left < 0.5)
- people_left = 0.5;
+ putvec(VT_ITEM, svec, (s_char *)sp, EF_SHIP);
+ }
+
+ if (food_eaten > vec[I_FOOD]) {
+ *needed = food_eaten - vec[I_FOOD];
+ if (*needed < (food_eaten - vec[I_FOOD]))
+ (*needed)++;
+ can_eat = (vec[I_FOOD] / (etus * eatrate));
+ total_people = total_mil(lp);
+ /* only want to starve off at most 1/2 the populace. */
+ if (can_eat < (total_people / 2))
+ can_eat = total_people / 2;
+
+ people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
+ /* only want to starve off at most 1/2 the populace. */
+ if (people_left < 0.5)
+ people_left = 0.5;
/* lp->lnd_effic *= people_left;*/
- starved = vec[I_MILIT] - (vec[I_MILIT] * people_left);
+ starved = vec[I_MILIT] - (vec[I_MILIT] * people_left);
/* if (!player->simulation)
wu(0, lp->lnd_own, "%d mil starved on unit %s.\n",
starved,
prland(lp));*/
- vec[I_MILIT] -= starved;
- vec[I_FOOD] = 0;
- } else {
- vec[I_FOOD] -= (int)food_eaten;
- }
- return starved;
+ vec[I_MILIT] -= starved;
+ vec[I_FOOD] = 0;
+ } else {
+ vec[I_FOOD] -= (int)food_eaten;
+ }
+ return starved;
}
-