(populace): Remove parameter vec, work with sp->sct_item[] instead.
This is safe, because the only caller passed a copy of the latter created with getvec(), and populace() doesn't change it. (tax): Replace getvec() by direct, read-only item access.
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5fb761ab45
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3 changed files with 13 additions and 17 deletions
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@ -595,8 +595,7 @@ extern int plague_people(struct natstr *, int *, u_short *, u_short *, int);
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/* plane.c */
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extern int prod_plane(int, int, int *, int);
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/* populace.c */
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extern void populace(struct natstr *, register struct sctstr *,
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register int *, int);
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extern void populace(struct natstr *, register struct sctstr *, int);
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extern int total_work(register int, register int, register int,
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register int, register int);
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/* prepare.c */
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@ -49,22 +49,23 @@
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#include "lost.h"
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void
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populace(struct natstr *np, register struct sctstr *sp, register int *vec,
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int etu)
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populace(struct natstr *np, register struct sctstr *sp, int etu)
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{
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float hap;
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float tech;
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float edu;
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float pct;
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int n;
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int civ = sp->sct_item[I_CIVIL];
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int mil = sp->sct_item[I_MILIT];
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if (vec[I_CIVIL] == 0 && vec[I_MILIT] > 0) {
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if (civ == 0 && mil > 0) {
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sp->sct_work = 100;
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sp->sct_loyal = 0;
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sp->sct_oldown = sp->sct_own;
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}
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if (!vec[I_CIVIL] && !vec[I_MILIT] && !vec[I_UW] &&
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!has_units(sp->sct_x, sp->sct_y, sp->sct_own, 0)) {
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if (!civ && !mil && !sp->sct_item[I_UW]
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&& !has_units(sp->sct_x, sp->sct_y, sp->sct_own, 0)) {
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makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
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sp->sct_own = 0;
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sp->sct_oldown = 0;
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@ -93,7 +94,7 @@ populace(struct natstr *np, register struct sctstr *sp, register int *vec,
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n = 127;
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sp->sct_loyal = n;
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}
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if (sp->sct_loyal > 65 && vec[I_MILIT] < vec[I_CIVIL] / 20) {
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if (sp->sct_loyal > 65 && mil < civ / 20) {
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int work_red;
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work_red = sp->sct_loyal - (50 + (random() % 15));
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@ -113,32 +113,28 @@ void
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tax(struct sctstr *sp, struct natstr *np, int etu, long *pop, int *civ_tax,
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int *uw_tax, int *mil_pay)
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{
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int vec[I_MAX + 1];
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*civ_tax = 0;
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*uw_tax = 0;
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*mil_pay = 0;
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if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
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return;
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if (!player->simulation)
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populace(np, sp, vec, etu);
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*civ_tax = (int)(0.5 + vec[I_CIVIL] * sp->sct_effic *
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populace(np, sp, etu);
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*civ_tax = (int)(0.5 + sp->sct_item[I_CIVIL] * sp->sct_effic *
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etu * money_civ / 100);
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/*
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* captured civs only pay 1/4 taxes
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*/
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if (sp->sct_own != sp->sct_oldown)
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*civ_tax = *civ_tax / 4;
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*uw_tax = (int)(0.5 + vec[I_UW] * sp->sct_effic *
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*uw_tax = (int)(0.5 + sp->sct_item[I_UW] * sp->sct_effic *
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etu * money_uw / 100);
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*mil_pay = vec[I_MILIT] * etu * money_mil;
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*mil_pay = sp->sct_item[I_MILIT] * etu * money_mil;
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/*
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* only non-captured civs add to census for nation
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*/
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if (sp->sct_oldown == sp->sct_own)
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*pop += vec[I_CIVIL];
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*pop += sp->sct_item[I_CIVIL];
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}
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int
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