Import of Empire 4.2.12
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src/lib/update/human.c
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src/lib/update/human.c
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* human.c: Food related functions
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Steve McClure, 1996
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*/
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#include <math.h>
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#include "misc.h"
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#include "var.h"
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#include "sect.h"
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#include "nat.h"
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#include "item.h"
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#include "news.h"
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#include "file.h"
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#include "xy.h"
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#include "optlist.h"
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#include "budg.h"
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#include "player.h"
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#include "update.h"
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#include "common.h"
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#include "gen.h"
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#include "subs.h"
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/*
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* feed the individual sector
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*
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*/
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int
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do_feed(register struct sctstr *sp, register struct natstr *np, int *vec, int *workp, int *bp, int etu)
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{
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extern double eatrate;
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int people;
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int work_avail;
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int starved, sctwork;
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int needed, dummy;
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int civvies, uws;
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int mil;
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int maxpop;
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/* grow people & stuff */
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sctwork = sp->sct_work;
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maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
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civvies = (vec[I_CIVIL] > maxpop) ? maxpop : vec[I_CIVIL];
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uws = (vec[I_UW] > maxpop) ? maxpop : vec[I_UW];
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mil = (vec[I_MILIT] > maxpop) ? maxpop : vec[I_MILIT];
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work_avail = total_work(sctwork, etu, civvies, mil, uws);
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people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
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if (sp->sct_type != SCT_SANCT) {
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if (opt_NOFOOD == 0) {
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if (vec[I_FOOD] < 1 + etu * people * eatrate) {
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/* need to grow "emergency rations" */
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work_avail -= (2 *
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growfood(sp, vec, (int)(work_avail/2), etu));
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/* It's twice as hard to grow those than norm*/
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pt_bg_nmbr(bp, sp, I_MAX+1, work_avail);
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if (!player->simulation)
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sp->sct_avail = work_avail;
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}
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if ((vec[I_FOOD] < 1 + etu * people * eatrate) &&
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(sp->sct_own == sp->sct_oldown)){
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/* steal food from warehouses, headquarters,
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supply ships in port, or supply units */
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int needed;
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needed = ldround((double)(1+etu*people*eatrate),1);
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/* Now, find some food */
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vec[I_FOOD] = supply_commod(sp->sct_own,sp->sct_x,
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sp->sct_y,I_FOOD,needed);
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}
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}
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starved = feed_people(vec, etu, &needed);
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if ((starved > 0 && sp->sct_own) && (!player->simulation)) {
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/* don't report POGO starvation */
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wu(0, sp->sct_own, "%d starved in %s.\n", starved,
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xyas(sp->sct_x, sp->sct_y, sp->sct_own));
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if (starved > 25)
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nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
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}
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if (starved > 0) {
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if (!player->simulation)
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starvation(sp);
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sctwork = 0;
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} else {
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if (sp->sct_work < 100)
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sctwork = sp->sct_work + 8 + (random() % 15);
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if (sctwork > 100)
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sctwork = 100;
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if (!player->simulation)
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sp->sct_work = sctwork;
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dummy = grow_people(sp, etu, np, &work_avail, sctwork, vec);
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}
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} else
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sctwork = sp->sct_work = 100;
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/* Here is where we truncate extra people, always */
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trunc_people(sp, np, vec);
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pt_bg_nmbr(bp, sp, I_CIVIL, vec[I_CIVIL]);
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pt_bg_nmbr(bp, sp, I_UW, vec[I_UW]);
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pt_bg_nmbr(bp, sp, I_MILIT, vec[I_MILIT]);
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*workp = work_avail;
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return sctwork;
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}
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int
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growfood(struct sctstr *sp, register int *vec, int work, int etu)
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{
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extern double fgrate;
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extern double fcrate;
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double food_fertil;
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double food_workers;
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double food;
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int work_used;
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/* I'm being very nice and commenting out this so players
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* won't whine about starvation
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if (sp->sct_fertil == 0 || work == 0)
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return 0;
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*/
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food_workers = work * fcrate;
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food_fertil = etu * sp->sct_fertil * fgrate;
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food = food_fertil;
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if (food > food_workers)
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food = food_workers;
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/*
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* be nice; grow minimum one food unit.
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* This makes life simpler for the player.
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*/
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vec[I_FOOD] += (int) food;
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if (vec[I_FOOD] == 0)
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vec[I_FOOD] = 1;
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if (vec[I_FOOD] > 9999)
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vec[I_FOOD] = 9999;
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work_used = (int) food / fcrate;
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return work_used;
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}
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/*
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* returns the number who starved, if any.
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*/
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int
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feed_people(register int *vec, int etu, int *needed)
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{
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extern double eatrate;
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double food_eaten;
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double people_left;
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int can_eat;
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int total_people;
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int to_starve;
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int starved;
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if (opt_NOFOOD)
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return 0;
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food_eaten = (double)(((double)etu * (double)eatrate) *
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(double)(vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]));
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if (food_eaten <= 1)
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return 0;
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starved = 0;
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*needed = 0;
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if (food_eaten > vec[I_FOOD]) {
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*needed = food_eaten - vec[I_FOOD];
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if ((double)(*needed) < (double)(food_eaten - (double)vec[I_FOOD]))
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(*needed)++;
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if (opt_NEW_STARVE) {
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can_eat = (vec[I_FOOD] / (etu * eatrate));
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total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
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/* only want to starve off at most 1/2 the populace. */
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if (can_eat < (total_people/2))
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can_eat = total_people/2;
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to_starve = total_people - can_eat;
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while(to_starve && vec[I_UW]){
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to_starve--;
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starved++;
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vec[I_UW]--;
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}
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while(to_starve && vec[I_CIVIL]){
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to_starve--;
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starved++;
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vec[I_CIVIL]--;
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}
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while(to_starve && vec[I_MILIT]){
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to_starve--;
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starved++;
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vec[I_MILIT]--;
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}
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vec[I_FOOD] = 0;
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}
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else { /* ! opt_NEW_STARVE */
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people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
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starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
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/* only want to starve off at most 1/2 the populace. */
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if (people_left < 0.5)
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people_left = 0.5;
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vec[I_CIVIL] = (int) (vec[I_CIVIL] * people_left);
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vec[I_MILIT] = (int) (vec[I_MILIT] * people_left);
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vec[I_UW] = (int) (vec[I_UW] * people_left);
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starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
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vec[I_FOOD] = 0;
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} /* end opt_NEW_STARVE */
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} else {
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vec[I_FOOD] -= roundavg(food_eaten);
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}
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return starved;
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}
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/*
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* Truncate any extra people that may be around
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*/
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void
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trunc_people(struct sctstr *sp, register struct natstr *np, register int *vec)
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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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}
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/*
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* Grow babies, and add to populace.
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* XXX Might think about dropping in a birth
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* rate limitation on countries with high tech
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* production? Maybe with just high education?
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*/
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int grow_people(struct sctstr *sp, register int etu, register struct natstr *np, int *workp, int sctwork, register int *vec)
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{
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extern double obrate;
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extern double uwbrate;
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extern double babyeat;
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int newciv;
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int newuw;
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int new_birth;
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int new_food;
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int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
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newciv = 0;
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newuw = 0;
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if (vec[I_CIVIL] < maxpop) {
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new_birth = (int) roundavg(obrate * (double)(etu * vec[I_CIVIL]));
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if (opt_NOFOOD)
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new_food = (int) (0.5 + maxpop / (2.0 * babyeat));
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else /* we are using food */
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new_food = (int) (0.5 + vec[I_FOOD] / (2.0 * babyeat));
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newciv = new_birth;
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if (newciv > new_food)
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newciv = new_food;
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/* Now, check max pops */
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if ((vec[I_CIVIL] + newciv) > maxpop)
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newciv = maxpop - vec[I_CIVIL];
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vec[I_CIVIL] += newciv;
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}
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if (vec[I_UW] < maxpop) {
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/*
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* now grow uw's
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*/
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new_birth = (int) roundavg(uwbrate * (double)(etu * vec[I_UW]));
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if (opt_NOFOOD)
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new_food = (int) (0.5 + maxpop / (2.0 * babyeat));
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else /* food is important */
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new_food = (int) (0.5 + vec[I_FOOD] / (2.0 * babyeat));
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newuw = new_birth;
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if (newuw > new_food)
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newuw = new_food;
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/* Now, check max pops */
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if ((vec[I_UW] + newuw) > maxpop)
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newuw = maxpop - vec[I_UW];
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vec[I_UW] += newuw;
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}
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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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*workp += total_work(sctwork, etu, newciv, 0, newuw);
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return newciv + newuw;
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}
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/*
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* percentage of people who starved
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*/
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void
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starvation(struct sctstr *sp)
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{
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sp->sct_work = 0;
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sp->sct_loyal += (random() % 8) + 2;
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}
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