Import of Empire 4.2.12

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Markus Armbruster 2003-08-23 12:23:04 +00:00
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/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program 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
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* 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
*
* ---
*
* 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.
*
* ---
*
* human.c: Food related functions
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1996
*/
#include <math.h>
#include "misc.h"
#include "var.h"
#include "sect.h"
#include "nat.h"
#include "item.h"
#include "news.h"
#include "file.h"
#include "xy.h"
#include "optlist.h"
#include "budg.h"
#include "player.h"
#include "update.h"
#include "common.h"
#include "gen.h"
#include "subs.h"
/*
* feed the individual sector
*
*/
int
do_feed(register struct sctstr *sp, register struct natstr *np, int *vec, int *workp, int *bp, int etu)
{
extern double eatrate;
int people;
int work_avail;
int starved, sctwork;
int needed, dummy;
int civvies, uws;
int mil;
int maxpop;
/* grow people & stuff */
sctwork = sp->sct_work;
maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
civvies = (vec[I_CIVIL] > maxpop) ? maxpop : vec[I_CIVIL];
uws = (vec[I_UW] > maxpop) ? maxpop : vec[I_UW];
mil = (vec[I_MILIT] > maxpop) ? maxpop : vec[I_MILIT];
work_avail = total_work(sctwork, etu, civvies, mil, uws);
people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
if (sp->sct_type != SCT_SANCT) {
if (opt_NOFOOD == 0) {
if (vec[I_FOOD] < 1 + etu * people * eatrate) {
/* need to grow "emergency rations" */
work_avail -= (2 *
growfood(sp, vec, (int)(work_avail/2), etu));
/* It's twice as hard to grow those than norm*/
pt_bg_nmbr(bp, sp, I_MAX+1, work_avail);
if (!player->simulation)
sp->sct_avail = work_avail;
}
if ((vec[I_FOOD] < 1 + etu * people * eatrate) &&
(sp->sct_own == sp->sct_oldown)){
/* steal food from warehouses, headquarters,
supply ships in port, or supply units */
int needed;
needed = ldround((double)(1+etu*people*eatrate),1);
/* Now, find some food */
vec[I_FOOD] = supply_commod(sp->sct_own,sp->sct_x,
sp->sct_y,I_FOOD,needed);
}
}
starved = feed_people(vec, etu, &needed);
if ((starved > 0 && sp->sct_own) && (!player->simulation)) {
/* don't report POGO starvation */
wu(0, sp->sct_own, "%d starved in %s.\n", starved,
xyas(sp->sct_x, sp->sct_y, sp->sct_own));
if (starved > 25)
nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
}
if (starved > 0) {
if (!player->simulation)
starvation(sp);
sctwork = 0;
} else {
if (sp->sct_work < 100)
sctwork = sp->sct_work + 8 + (random() % 15);
if (sctwork > 100)
sctwork = 100;
if (!player->simulation)
sp->sct_work = sctwork;
dummy = grow_people(sp, etu, np, &work_avail, sctwork, vec);
}
} else
sctwork = sp->sct_work = 100;
/* Here is where we truncate extra people, always */
trunc_people(sp, np, vec);
pt_bg_nmbr(bp, sp, I_CIVIL, vec[I_CIVIL]);
pt_bg_nmbr(bp, sp, I_UW, vec[I_UW]);
pt_bg_nmbr(bp, sp, I_MILIT, vec[I_MILIT]);
*workp = work_avail;
return sctwork;
}
int
growfood(struct sctstr *sp, register int *vec, int work, int etu)
{
extern double fgrate;
extern double fcrate;
double food_fertil;
double food_workers;
double food;
int work_used;
/* I'm being very nice and commenting out this so players
* won't whine about starvation
if (sp->sct_fertil == 0 || work == 0)
return 0;
*/
food_workers = work * fcrate;
food_fertil = etu * sp->sct_fertil * fgrate;
food = food_fertil;
if (food > food_workers)
food = food_workers;
/*
* be nice; grow minimum one food unit.
* This makes life simpler for the player.
*/
vec[I_FOOD] += (int) food;
if (vec[I_FOOD] == 0)
vec[I_FOOD] = 1;
if (vec[I_FOOD] > 9999)
vec[I_FOOD] = 9999;
work_used = (int) food / fcrate;
return work_used;
}
/*
* returns the number who starved, if any.
*/
int
feed_people(register int *vec, int etu, int *needed)
{
extern double eatrate;
double food_eaten;
double people_left;
int can_eat;
int total_people;
int to_starve;
int starved;
if (opt_NOFOOD)
return 0;
food_eaten = (double)(((double)etu * (double)eatrate) *
(double)(vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]));
if (food_eaten <= 1)
return 0;
starved = 0;
*needed = 0;
if (food_eaten > vec[I_FOOD]) {
*needed = food_eaten - vec[I_FOOD];
if ((double)(*needed) < (double)(food_eaten - (double)vec[I_FOOD]))
(*needed)++;
if (opt_NEW_STARVE) {
can_eat = (vec[I_FOOD] / (etu * eatrate));
total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
/* only want to starve off at most 1/2 the populace. */
if (can_eat < (total_people/2))
can_eat = total_people/2;
to_starve = total_people - can_eat;
while(to_starve && vec[I_UW]){
to_starve--;
starved++;
vec[I_UW]--;
}
while(to_starve && vec[I_CIVIL]){
to_starve--;
starved++;
vec[I_CIVIL]--;
}
while(to_starve && vec[I_MILIT]){
to_starve--;
starved++;
vec[I_MILIT]--;
}
vec[I_FOOD] = 0;
}
else { /* ! opt_NEW_STARVE */
people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
/* only want to starve off at most 1/2 the populace. */
if (people_left < 0.5)
people_left = 0.5;
vec[I_CIVIL] = (int) (vec[I_CIVIL] * people_left);
vec[I_MILIT] = (int) (vec[I_MILIT] * people_left);
vec[I_UW] = (int) (vec[I_UW] * people_left);
starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
vec[I_FOOD] = 0;
} /* end opt_NEW_STARVE */
} else {
vec[I_FOOD] -= roundavg(food_eaten);
}
return starved;
}
/*
* Truncate any extra people that may be around
*/
void
trunc_people(struct sctstr *sp, register struct natstr *np, register int *vec)
{
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;
}
/*
* Grow babies, and add to populace.
* XXX Might think about dropping in a birth
* rate limitation on countries with high tech
* production? Maybe with just high education?
*/
int grow_people(struct sctstr *sp, register int etu, register struct natstr *np, int *workp, int sctwork, register int *vec)
{
extern double obrate;
extern double uwbrate;
extern double babyeat;
int newciv;
int newuw;
int new_birth;
int new_food;
int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
newciv = 0;
newuw = 0;
if (vec[I_CIVIL] < maxpop) {
new_birth = (int) roundavg(obrate * (double)(etu * vec[I_CIVIL]));
if (opt_NOFOOD)
new_food = (int) (0.5 + maxpop / (2.0 * babyeat));
else /* we are using food */
new_food = (int) (0.5 + vec[I_FOOD] / (2.0 * babyeat));
newciv = new_birth;
if (newciv > new_food)
newciv = new_food;
/* Now, check max pops */
if ((vec[I_CIVIL] + newciv) > maxpop)
newciv = maxpop - vec[I_CIVIL];
vec[I_CIVIL] += newciv;
}
if (vec[I_UW] < maxpop) {
/*
* now grow uw's
*/
new_birth = (int) roundavg(uwbrate * (double)(etu * vec[I_UW]));
if (opt_NOFOOD)
new_food = (int) (0.5 + maxpop / (2.0 * babyeat));
else /* food is important */
new_food = (int) (0.5 + vec[I_FOOD] / (2.0 * babyeat));
newuw = new_birth;
if (newuw > new_food)
newuw = new_food;
/* Now, check max pops */
if ((vec[I_UW] + newuw) > maxpop)
newuw = maxpop - vec[I_UW];
vec[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);
*workp += total_work(sctwork, etu, newciv, 0, newuw);
return newciv + newuw;
}
/*
* percentage of people who starved
*/
void
starvation(struct sctstr *sp)
{
sp->sct_work = 0;
sp->sct_loyal += (random() % 8) + 2;
}