2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
6 * Empire is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 * See files README, COPYING and CREDITS in the root of the source
22 * tree for related information and legal notices. It is expected
23 * that future projects/authors will amend these files as needed.
27 * prepare.c: Perform prelimiary updates of sectors
29 * Known contributors to this file:
31 * Thomas Ruschak, 1992
45 prepare_sects(int etu, struct bp *bp)
49 int n, civ_tax, uw_tax, mil_pay;
51 memset(levels, 0, sizeof(levels));
53 /* Process all the fallout. */
55 if (!player->simulation) {
56 /* First, we determine which sectors to process fallout in */
57 for (n = 0; NULL != (sp = getsectid(n)); n++)
58 sp->sct_updated = sp->sct_fallout != 0;
59 /* Next, we process the fallout there */
60 for (n = 0; NULL != (sp = getsectid(n)); n++)
63 /* Next, we spread the fallout */
64 for (n = 0; NULL != (sp = getsectid(n)); n++)
66 spread_fallout(sp, etu);
67 /* Next, we decay the fallout */
68 for (n = 0; NULL != (sp = getsectid(n)); n++)
70 decay_fallout(sp, etu);
73 for (n = 0; NULL != (sp = getsectid(n)); n++) {
76 if (sp->sct_type == SCT_WATER)
78 bp_set_from_sect(bp, sp);
79 np = getnatp(sp->sct_own);
81 if (np->nat_stat != STAT_SANCT) {
83 do_plague(sp, np, etu);
84 tax(sp, np, etu, &pops[sp->sct_own], &civ_tax, &uw_tax,
86 np->nat_money += civ_tax + uw_tax + mil_pay;
87 if (sp->sct_type == SCT_BANK)
88 np->nat_money += bank_income(sp, etu);
91 for (n = 0; NULL != (np = getnatp(n)); n++) {
92 np->nat_money += upd_slmilcosts(np->nat_cnum, etu);
97 tax(struct sctstr *sp, struct natstr *np, int etu, int *pop, int *civ_tax,
98 int *uw_tax, int *mil_pay)
104 if (!player->simulation)
105 populace(np, sp, etu);
106 *civ_tax = (int)(0.5 + sp->sct_item[I_CIVIL] * sp->sct_effic *
107 etu * money_civ / 100);
109 * captured civs only pay 1/4 taxes
111 if (sp->sct_own != sp->sct_oldown)
112 *civ_tax = *civ_tax / 4;
113 *uw_tax = (int)(0.5 + sp->sct_item[I_UW] * sp->sct_effic *
114 etu * money_uw / 100);
115 *mil_pay = sp->sct_item[I_MILIT] * etu * money_mil;
118 * only non-captured civs add to census for nation
120 if (sp->sct_oldown == sp->sct_own)
121 *pop += sp->sct_item[I_CIVIL];
125 upd_slmilcosts(natid n, int etu)
134 for (i = 0; NULL != (sp = getshipp(i)); i++) {
135 if (!sp->shp_own || sp->shp_own != n)
137 if ((mil = sp->shp_item[I_MILIT]) > 0)
140 for (i = 0; NULL != (lp = getlandp(i)); i++) {
141 if (!lp->lnd_own || lp->lnd_own != n)
143 if ((mil = lp->lnd_item[I_MILIT]) > 0)
146 mil_pay = totalmil * etu * money_mil;
151 bank_income(struct sctstr *sp, int etu)
153 return (int)(sp->sct_item[I_BAR] * etu * bankint * sp->sct_effic / 100);