empserver/src/lib/update/human.c

305 lines
7.6 KiB
C

/*
* 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 <config.h>
#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;
}