update/human: Drop redundant parameters vec[]
All callers of growfood(), trunc_people() and grow_people() pass sp->sct_item, so use that. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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1 changed files with 23 additions and 25 deletions
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@ -42,11 +42,10 @@
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#include "update.h"
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#include "xy.h"
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static int growfood(struct sctstr *, short *, int, int);
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static int growfood(struct sctstr *, int, int);
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static int starve_some(short *, i_type, int);
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static void trunc_people(struct sctstr *, struct natstr *, short *);
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static int grow_people(struct sctstr *, int, struct natstr *,
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short *);
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static void trunc_people(struct sctstr *, struct natstr *);
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static int grow_people(struct sctstr *, int, struct natstr *);
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static int babies(int, int, double, int, int);
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/*
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@ -75,8 +74,7 @@ do_feed(struct sctstr *sp, struct natstr *np, int *workp, int etu)
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needed = (int)ceil(food_needed(sp->sct_item, etu));
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if (sp->sct_item[I_FOOD] < needed) {
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/* need to grow "emergency rations" */
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work_avail -= 2 * growfood(sp, sp->sct_item,
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work_avail / 2, etu);
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work_avail -= 2 * growfood(sp, work_avail / 2, etu);
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/* It's twice as hard to grow those than norm */
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if (sp->sct_item[I_FOOD] == 0)
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/* Conjure up 1f to make life easier for the player */
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@ -102,7 +100,7 @@ do_feed(struct sctstr *sp, struct natstr *np, int *workp, int etu)
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sctwork += 7 + roll(15);
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if (sctwork > 100)
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sctwork = 100;
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grow_people(sp, etu, np, sp->sct_item);
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grow_people(sp, etu, np);
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work_avail = new_work(sp,
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total_work(sp->sct_work, etu,
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sp->sct_item[I_CIVIL],
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@ -120,7 +118,7 @@ do_feed(struct sctstr *sp, struct natstr *np, int *workp, int etu)
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} else
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sctwork = 100;
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/* Here is where we truncate extra people, always */
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trunc_people(sp, np, sp->sct_item);
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trunc_people(sp, np);
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*workp = work_avail;
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if (!player->simulation)
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@ -138,7 +136,7 @@ new_work(struct sctstr *sp, int delta)
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}
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static int
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growfood(struct sctstr *sp, short *vec, int work, int etu)
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growfood(struct sctstr *sp, int work, int etu)
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{
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int food_fertil;
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int food_workers;
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@ -148,9 +146,9 @@ growfood(struct sctstr *sp, short *vec, int work, int etu)
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food_workers = work * fcrate;
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food_fertil = etu * sp->sct_fertil * fgrate;
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food = MIN(food_workers, food_fertil);
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if (food > ITEM_MAX - vec[I_FOOD])
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food = ITEM_MAX - vec[I_FOOD];
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vec[I_FOOD] += food;
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if (food > ITEM_MAX - sp->sct_item[I_FOOD])
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food = ITEM_MAX - sp->sct_item[I_FOOD];
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sp->sct_item[I_FOOD] += food;
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work_used = food / fcrate;
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return work_used;
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}
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@ -218,14 +216,14 @@ starve_some(short *vec, i_type whom, int num)
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* Truncate any extra people that may be around
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*/
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static void
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trunc_people(struct sctstr *sp, struct natstr *np, short *vec)
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trunc_people(struct sctstr *sp, struct natstr *np)
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{
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int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
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if (vec[I_CIVIL] > maxpop)
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vec[I_CIVIL] = maxpop;
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if (vec[I_UW] > maxpop)
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vec[I_UW] = maxpop;
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if (sp->sct_item[I_CIVIL] > maxpop)
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sp->sct_item[I_CIVIL] = maxpop;
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if (sp->sct_item[I_UW] > maxpop)
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sp->sct_item[I_UW] = maxpop;
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}
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/*
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@ -235,24 +233,24 @@ trunc_people(struct sctstr *sp, struct natstr *np, short *vec)
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* production? Maybe with just high education?
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*/
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static int
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grow_people(struct sctstr *sp, int etu,
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struct natstr *np,
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short *vec)
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grow_people(struct sctstr *sp, int etu, struct natstr *np)
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{
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int newciv;
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int newuw;
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int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
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newciv = babies(vec[I_CIVIL], etu, obrate, vec[I_FOOD], maxpop);
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vec[I_CIVIL] += newciv;
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newuw = babies(vec[I_UW], etu, uwbrate, vec[I_FOOD], maxpop);
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vec[I_UW] += newuw;
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newciv = babies(sp->sct_item[I_CIVIL], etu, obrate,
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sp->sct_item[I_FOOD], maxpop);
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sp->sct_item[I_CIVIL] += newciv;
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newuw = babies(sp->sct_item[I_UW], etu, uwbrate,
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sp->sct_item[I_FOOD], maxpop);
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sp->sct_item[I_UW] += newuw;
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/*
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* subtract the baby eat food (if we are using FOOD) and return
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* # of births.
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*/
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if (opt_NOFOOD == 0 && (newciv || newuw))
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vec[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
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sp->sct_item[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
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return newciv + newuw;
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}
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