/*
* 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) 1986-2018, 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.
*
* ---
*
* populace.c: Return workforce available
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
+ * Markus Armbruster, 2004-2016
*/
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
+#include <config.h>
+
+#include "chance.h"
+#include "lost.h"
+#include "optlist.h"
+#include "prototypes.h"
#include "nat.h"
-#include "news.h"
-#include "var.h"
-#include "file.h"
-#include "path.h"
-#include "xy.h"
-#include "land.h"
-#include "budg.h"
+#include "sect.h"
#include "update.h"
-#include "subs.h"
-#include "gen.h"
-#include "common.h"
-#include "lost.h"
void
-populace(struct natstr *np, register struct sctstr *sp, register int *vec, int etu)
+check_pop_loss(struct sctstr *sp)
{
- float hap;
- float tech;
- float edu;
- float pct;
- int n;
+ int civ = sp->sct_item[I_CIVIL];
+ int mil = sp->sct_item[I_MILIT];
- if (vec[I_CIVIL] == 0 && vec[I_MILIT] > 0) {
- sp->sct_work = 100;
- sp->sct_loyal = 0;
- sp->sct_oldown = sp->sct_own;
- }
- if (!vec[I_CIVIL] && !vec[I_MILIT] && !vec[I_UW] &&
- !has_units(sp->sct_x,sp->sct_y,sp->sct_own,0)) {
- makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
- sp->sct_own = 0;
- sp->sct_oldown = 0;
- return;
- }
- if (sp->sct_own != sp->sct_oldown && sp->sct_loyal == 0) {
- sp->sct_oldown = sp->sct_own;
- }
+ if (!civ) {
+ sp->sct_work = 100;
+ sp->sct_loyal = 0;
+ sp->sct_oldown = sp->sct_own;
+ }
+ if (sp->sct_own && !civ && !mil
+ && !has_units(sp->sct_x, sp->sct_y, sp->sct_own)) {
+ makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
+ sp->sct_own = 0;
+ sp->sct_oldown = 0;
+ sp->sct_mobil = 0;
+ }
+}
- hap = np->nat_level[NAT_HLEV];
- edu = np->nat_level[NAT_ELEV];
- tech = np->nat_level[NAT_TLEV];
- pct = (double)((tech - 40) / 40.0 + edu / 3.0);
- if (sp->sct_own == sp->sct_oldown && hap < pct &&
- chance((double)(((double)pct-(double)hap)/(double)5.0))) {
- /*
- * zap the loyalty of unhappy civilians.
- * there is a 20% chance per hap point below the
- * "recommended" amount of this happening.
- */
- n = roundavg(etu * 0.125);
- if (n == 0) n = 1;
- n = sp->sct_loyal + (random() % n) + 1;
- if (n > 127)
- n = 127;
- sp->sct_loyal = n;
- }
- if (sp->sct_loyal > 65 && vec[I_MILIT] < vec[I_CIVIL]/20) {
- int work_red;
+void
+populace(struct sctstr *sp, int etu)
+{
+ struct natstr *np = getnatp(sp->sct_own);
+ double hap, pct;
+ int n;
+ int civ = sp->sct_item[I_CIVIL];
+ int mil = sp->sct_item[I_MILIT];
- work_red = sp->sct_loyal - (50 + (random() % 15));
- n = sp->sct_work - work_red;
- if (n < 0)
- n = 0;
- sp->sct_work = n;
- if (chance((double)work_red/1000.0)) {
- /*
- * small chance of rebellion...
- * if work_red is (max) 67,
- * then revolt chance is 6.7%
- */
- revolt(sp);
- } else if (chance(.30) && sp->sct_own)
- wu(0, sp->sct_own, "Civil unrest in %s!\n", ownxy(sp));
- }
- if (sp->sct_loyal) {
- n = sp->sct_loyal;
- if (chance(0.75))
- n -= roundavg(etu * 0.25);
- else
- n += roundavg(etu * 0.125);
- if (n < 0)
- n = 0;
- else if (n > 127)
- n = 127;
- sp->sct_loyal = n;
- if (sp->sct_loyal == 0) {
- if (sp->sct_oldown != sp->sct_own) {
- wu(0, sp->sct_own,
- "Sector %s is now fully yours\n",
- ownxy(sp));
- sp->sct_oldown = sp->sct_own;
- }
- sp->sct_loyal = 0;
- }
- }
+ if (!civ && !mil && !sp->sct_item[I_UW])
return;
+
+ if (sp->sct_own != sp->sct_oldown && sp->sct_loyal == 0) {
+ sp->sct_oldown = sp->sct_own;
+ }
+
+ hap = np->nat_level[NAT_HLEV];
+ pct = hap_req(np);
+ if (sp->sct_own == sp->sct_oldown && hap < pct &&
+ chance((pct - hap) / 5.0)) {
+ /*
+ * zap the loyalty of unhappy civilians.
+ * there is a 20% chance per hap point below the
+ * "recommended" amount of this happening.
+ */
+ n = roundavg(etu * 0.125);
+ if (n == 0)
+ n = 1;
+ n = sp->sct_loyal + roll(n);
+ if (n > 127)
+ n = 127;
+ sp->sct_loyal = n;
+ }
+ if (sp->sct_loyal > 65 && mil < civ / 20) {
+ int work_red;
+
+ work_red = sp->sct_loyal - (49 + roll(15));
+ n = sp->sct_work - work_red;
+ if (n < 0)
+ n = 0;
+ sp->sct_work = n;
+ if (chance(work_red / 1000.0)) {
+ /*
+ * small chance of rebellion...
+ * if work_red is (max) 67,
+ * then revolt chance is 6.7%
+ */
+ revolt(sp);
+ } else if (chance(.30) && sp->sct_own)
+ wu(0, sp->sct_own, "Civil unrest in %s!\n", ownxy(sp));
+ }
+ if (sp->sct_loyal) {
+ n = sp->sct_loyal;
+ if (chance(0.75))
+ n -= roundavg(etu * 0.25);
+ else
+ n += roundavg(etu * 0.125);
+ sp->sct_loyal = LIMIT_TO(n, 0, 127);
+ if (sp->sct_loyal == 0) {
+ if (sp->sct_oldown != sp->sct_own) {
+ wu(0, sp->sct_own,
+ "Sector %s is now fully yours\n", ownxy(sp));
+ sp->sct_oldown = sp->sct_own;
+ }
+ }
+ }
+ return;
}
int
-total_work(register int sctwork, register int etu, register int civil, register int milit, register int uw)
+total_work(int sctwork, int etu, int civil, int milit, int uw,
+ int maxworkers)
{
- return ((int)((((civil * sctwork) / 100.0 +
- (milit * 2 / 5.0) + uw)) * etu) / 100);
+ if (civil > maxworkers)
+ civil = maxworkers;
+ if (milit > maxworkers)
+ milit = maxworkers;
+ if (uw > maxworkers)
+ uw = maxworkers;
+
+ return roundavg((civil * sctwork / 100.0 + milit / 2.5 + uw)
+ * etu / 100.0);
}