empserver/src/lib/update/populace.c

146 lines
3.8 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2005, 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 <config.h>
#include "misc.h"
#include "sect.h"
#include "nat.h"
#include "file.h"
#include "path.h"
#include "xy.h"
#include "land.h"
#include "update.h"
#include "subs.h"
#include "gen.h"
#include "common.h"
#include "lost.h"
void
populace(struct natstr *np, struct sctstr *sp, int etu)
{
float hap;
float tech;
float edu;
float pct;
int n;
int civ = sp->sct_item[I_CIVIL];
int mil = sp->sct_item[I_MILIT];
if (civ == 0 && mil > 0) {
sp->sct_work = 100;
sp->sct_loyal = 0;
sp->sct_oldown = sp->sct_own;
}
if (!civ && !mil && !sp->sct_item[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 && mil < civ / 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;
}
}
}
return;
}
int
total_work(int sctwork, int etu, int civil, int milit, int uw, int maxpop)
{
if (civil > maxpop)
civil = maxpop;
if (milit > maxpop)
milit = maxpop;
if (uw > maxpop)
uw = maxpop;
return (civil * sctwork / 100.0 + milit * 0.4 + uw) * etu / 100.0;
}