/* * 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. * * --- * * populace.c: Return workforce available * * Known contributors to this file: * Dave Pare, 1986 */ #include "misc.h" #include "var.h" #include "sect.h" #include "nat.h" #include "news.h" #include "var.h" #include "file.h" #include "path.h" #include "xy.h" #include "land.h" #include "budg.h" #include "update.h" #include "subs.h" #include "gen.h" #include "common.h" #include "lost.h" void populace(struct natstr *np, register struct sctstr *sp, register int *vec, int etu) { float hap; float tech; float edu; float pct; int n; if (vec[I_CIVIL] == 0 && vec[I_MILIT] > 0) { sp->sct_work = 100; sp->sct_loyal = 0; sp->sct_oldown = sp->sct_own; } if (!vec[I_CIVIL] && !vec[I_MILIT] && !vec[I_UW] && !has_units(sp->sct_x,sp->sct_y,sp->sct_own,0)) { makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y); sp->sct_own = 0; sp->sct_oldown = 0; return; } if (sp->sct_own != sp->sct_oldown && sp->sct_loyal == 0) { sp->sct_oldown = sp->sct_own; } hap = np->nat_level[NAT_HLEV]; edu = np->nat_level[NAT_ELEV]; tech = np->nat_level[NAT_TLEV]; pct = (double)((tech - 40) / 40.0 + edu / 3.0); if (sp->sct_own == sp->sct_oldown && hap < pct && chance((double)(((double)pct-(double)hap)/(double)5.0))) { /* * zap the loyalty of unhappy civilians. * there is a 20% chance per hap point below the * "recommended" amount of this happening. */ n = roundavg(etu * 0.125); if (n == 0) n = 1; n = sp->sct_loyal + (random() % n) + 1; if (n > 127) n = 127; sp->sct_loyal = n; } if (sp->sct_loyal > 65 && vec[I_MILIT] < vec[I_CIVIL]/20) { int work_red; work_red = sp->sct_loyal - (50 + (random() % 15)); n = sp->sct_work - work_red; if (n < 0) n = 0; sp->sct_work = n; if (chance((double)work_red/1000.0)) { /* * small chance of rebellion... * if work_red is (max) 67, * then revolt chance is 6.7% */ revolt(sp); } else if (chance(.30) && sp->sct_own) wu(0, sp->sct_own, "Civil unrest in %s!\n", ownxy(sp)); } if (sp->sct_loyal) { n = sp->sct_loyal; if (chance(0.75)) n -= roundavg(etu * 0.25); else n += roundavg(etu * 0.125); if (n < 0) n = 0; else if (n > 127) n = 127; sp->sct_loyal = n; if (sp->sct_loyal == 0) { if (sp->sct_oldown != sp->sct_own) { wu(0, sp->sct_own, "Sector %s is now fully yours\n", ownxy(sp)); sp->sct_oldown = sp->sct_own; } sp->sct_loyal = 0; } } return; } int total_work(register int sctwork, register int etu, register int civil, register int milit, register int uw) { return ((int)((((civil * sctwork) / 100.0 + (milit * 2 / 5.0) + uw)) * etu) / 100); }