/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2006, 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 #include "misc.h" #include "sect.h" #include "nat.h" #include "item.h" #include "news.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" static int grow_people(struct sctstr *, int, struct natstr *, int *, int, short *); static int babies(int, int, double, int, int); static int growfood(struct sctstr *, short *, int, int); static void trunc_people(struct sctstr *, struct natstr *, short *); /* * feed the individual sector * */ int do_feed(struct sctstr *sp, struct natstr *np, short *vec, int *workp, int *bp, int etu) { int people; int work_avail; int starved, sctwork; int needed; int maxpop; /* grow people & stuff */ sctwork = sp->sct_work; maxpop = max_pop(np->nat_level[NAT_RLEV], sp); work_avail = new_work(sp, total_work(sctwork, etu, vec[I_CIVIL], vec[I_MILIT], vec[I_UW], maxpop)); 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) { if (!player->simulation) { /* don't report POGO starvation */ if (sp->sct_own) { 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); } sp->sct_work = 0; sp->sct_loyal += (random() % 8) + 2; } 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; 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 new_work(struct sctstr *sp, int delta) { if (sp->sct_type == sp->sct_newtype) return min(rollover_avail_max, sp->sct_avail) + delta; return delta; } static int growfood(struct sctstr *sp, short *vec, int work, int etu) { int food_fertil; int food_workers; int food; int work_used; 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]; /* * Be nice; grow minimum one food unit. * This makes life simpler for the player. */ vec[I_FOOD] += food; if (vec[I_FOOD] == 0) vec[I_FOOD] = 1; work_used = food / fcrate; return work_used; } /* * returns the number who starved, if any. */ int feed_people(short *vec, int etu, int *needed) { double food_eaten; int ifood_eaten; int can_eat; int total_people; int to_starve; int starved; if (opt_NOFOOD) return 0; total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]; food_eaten = etu * eatrate * total_people; ifood_eaten = (int)food_eaten; if (food_eaten - ifood_eaten > 0) ifood_eaten++; if (ifood_eaten <= 1) return 0; starved = 0; *needed = 0; if (ifood_eaten > vec[I_FOOD]) { *needed = ifood_eaten - vec[I_FOOD]; can_eat = vec[I_FOOD] / (etu * eatrate); /* 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 { vec[I_FOOD] -= roundavg(food_eaten); } return starved; } /* * Truncate any extra people that may be around */ static void trunc_people(struct sctstr *sp, struct natstr *np, short *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? */ static int grow_people(struct sctstr *sp, int etu, struct natstr *np, int *workp, int sctwork, short *vec) { 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; /* * 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, ITEM_MAX); return newciv + newuw; } /* * Return the number of babies born to ADULTS in ETU ETUs. * BRATE is the birth rate. * FOOD is the food available for growing babies. * MAXPOP is the population limit. */ static int babies(int adults, int etu, double brate, int food, int maxpop) { int new_birth, new_food, new; if (adults >= maxpop) return 0; new_birth = roundavg(brate * etu * adults); if (opt_NOFOOD) new_food = new_birth; else new_food = (int)(0.5 + food / (2.0 * babyeat)); new = new_birth; if (new > new_food) new = new_food; if (adults + new > maxpop) new = maxpop - adults; return new; }