#include "update.h"
#include "xy.h"
-static int growfood(struct sctstr *, short *, int, 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 void trunc_people(struct sctstr *, struct natstr *);
+static int grow_people(struct sctstr *, int, struct natstr *);
static int babies(int, int, double, int, int);
/*
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 */
sctwork += 7 + roll(15);
if (sctwork > 100)
sctwork = 100;
- grow_people(sp, etu, np, sp->sct_item);
+ grow_people(sp, etu, np);
work_avail = new_work(sp,
total_work(sp->sct_work, etu,
sp->sct_item[I_CIVIL],
} 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)
}
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 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);
+ sp->sct_item[I_CIVIL] += newciv;
+ newuw = babies(sp->sct_item[I_UW], etu, uwbrate,
+ sp->sct_item[I_FOOD], maxpop);
+ 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;
}