type. Make it abstract because that's possible. Change data layout so that the slots belonging to a sector are together in memory, it's nicer to the cache. (bp): The new type. Users changed. (get_wp): Update accordingly. (alloc_bp): New. (update_main, calc_all): Use it. Before, calc_all() allocated 1/7 more than necessary.
291 lines
7.5 KiB
C
291 lines
7.5 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2007, 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 files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future 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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* Markus Armbruster, 2004-2006
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*/
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#include <config.h>
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#include "budg.h"
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#include "item.h"
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#include "news.h"
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#include "player.h"
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#include "update.h"
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#include "xy.h"
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#include <math.h>
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static int growfood(struct sctstr *, short *, int, int);
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static int starve_some(short *, i_type, int);
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static void trunc_people(struct sctstr *, struct natstr *, short *);
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static int grow_people(struct sctstr *, int, struct natstr *, int *, int,
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short *);
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static int babies(int, int, double, int, int);
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/*
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* feed the individual sector
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*/
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int
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do_feed(struct sctstr *sp, struct natstr *np, short *vec,
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int *workp, struct bp *bp, int etu)
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{
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int work_avail;
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int starved, sctwork;
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int needed;
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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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work_avail = new_work(sp,
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total_work(sctwork, etu,
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vec[I_CIVIL], vec[I_MILIT], vec[I_UW],
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maxpop));
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if (sp->sct_type != SCT_SANCT) {
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if (opt_NOFOOD == 0) {
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needed = (int)ceil(food_needed(vec, etu));
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if (vec[I_FOOD] < needed) {
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/* need to grow "emergency rations" */
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work_avail -= 2 * growfood(sp, vec, 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] < needed && 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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vec[I_FOOD] = supply_commod(sp->sct_own,
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sp->sct_x, sp->sct_y,
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I_FOOD, needed);
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}
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}
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starved = feed_people(vec, etu);
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if (starved > 0) {
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if (!player->simulation) {
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/* don't report POGO starvation */
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if (sp->sct_own) {
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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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sp->sct_work = 0;
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sp->sct_loyal += (random() % 8) + 2;
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}
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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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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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new_work(struct sctstr *sp, int delta)
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{
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if (sp->sct_type == sp->sct_newtype)
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return MIN(rollover_avail_max, sp->sct_avail) + delta;
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return delta;
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}
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static int
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growfood(struct sctstr *sp, short *vec, int work, int etu)
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{
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int food_fertil;
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int food_workers;
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int food;
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int work_used;
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food_workers = work * fcrate;
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food_fertil = etu * sp->sct_fertil * fgrate;
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food = MIN(food_workers, food_fertil);
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if (food > ITEM_MAX - vec[I_FOOD])
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food = ITEM_MAX - vec[I_FOOD];
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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] += food;
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if (vec[I_FOOD] == 0)
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vec[I_FOOD] = 1;
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work_used = 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(short *vec, int etu)
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{
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int to_starve, starved;
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if (opt_NOFOOD)
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return 0;
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to_starve = famine_victims(vec, etu);
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starved = starve_some(vec, I_UW, to_starve);
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starved += starve_some(vec, I_CIVIL, to_starve - starved);
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starved += starve_some(vec, I_MILIT, to_starve - starved);
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vec[I_FOOD] -= roundavg(food_needed(vec, etu));
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if (vec[I_FOOD] < 0)
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vec[I_FOOD] = 0;
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return starved;
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}
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/*
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* Return food eaten by people in VEC[] in ETU ETUs.
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*/
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double
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food_needed(short *vec, int etu)
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{
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int people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
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double need = etu * eatrate * people;
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return need;
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}
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/*
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* Return number of famine victims in VEC[] for ETU ETUs.
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*/
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int
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famine_victims(short *vec, int etu)
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{
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double can_eat = vec[I_FOOD] / (etu * eatrate);
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int people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
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if (people < can_eat)
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return 0;
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if (can_eat < people / 2)
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return people / 2;
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return (int)(people - can_eat);
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}
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/*
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* Starve up to NUM people of VEC[WHOM].
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* Return the number of actually starved.
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*/
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static int
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starve_some(short *vec, i_type whom, int num)
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{
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int retval = MIN(num, vec[whom]);
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vec[whom] -= retval;
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return retval;
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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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static void
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trunc_people(struct sctstr *sp, struct natstr *np,
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short *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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static int
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grow_people(struct sctstr *sp, int etu,
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struct natstr *np, int *workp, int sctwork,
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short *vec)
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{
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int newciv;
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int newuw;
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int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
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newciv = babies(vec[I_CIVIL], etu, obrate, vec[I_FOOD], maxpop);
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vec[I_CIVIL] += newciv;
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newuw = babies(vec[I_UW], etu, uwbrate, vec[I_FOOD], maxpop);
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vec[I_UW] += newuw;
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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, ITEM_MAX);
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return newciv + newuw;
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}
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/*
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* Return the number of babies born to ADULTS in ETU ETUs.
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* BRATE is the birth rate.
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* FOOD is the food available for growing babies.
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* MAXPOP is the population limit.
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*/
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static int
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babies(int adults, int etu, double brate, int food, int maxpop)
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{
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int new_birth, new_food, new;
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if (adults >= maxpop)
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return 0;
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new_birth = roundavg(brate * etu * adults);
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if (opt_NOFOOD)
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new_food = new_birth;
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else
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new_food = (int)(0.5 + food / (2.0 * babyeat));
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new = new_birth;
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if (new > new_food)
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new = new_food;
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if (adults + new > maxpop)
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new = maxpop - adults;
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return new;
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}
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