2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2016, 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
33 * Markus Armbruster, 2016
44 #include "prototypes.h"
47 static void tax(struct sctstr *, int);
48 static void bank_income(struct sctstr *, int);
51 prepare_sects(int etu, struct bp *bp)
53 struct sctstr *sp, scratch_sect;
56 /* Process all the fallout. */
58 if (!player->simulation) {
59 /* First, we determine which sectors to process fallout in */
60 for (n = 0; NULL != (sp = getsectid(n)); n++)
61 sp->sct_updated = sp->sct_fallout != 0;
62 /* Next, we process the fallout there */
63 for (n = 0; NULL != (sp = getsectid(n)); n++)
64 if (sp->sct_updated && sp->sct_type != SCT_SANCT)
66 /* Next, we spread the fallout */
67 for (n = 0; NULL != (sp = getsectid(n)); n++)
69 spread_fallout(sp, etu);
70 /* Next, we decay the fallout */
71 for (n = 0; NULL != (sp = getsectid(n)); n++)
73 decay_fallout(sp, etu);
77 for (n = 0; NULL != (sp = getsectid(n)); n++) {
78 bp_set_from_sect(bp, sp);
81 if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
85 * When running the test suite, reseed PRNG for each sector
86 * with its UID, to keep results stable even when the number
87 * of PRNs consumed changes.
89 if (running_test_suite)
90 seed_prng(sp->sct_uid);
92 if (player->simulation) {
93 /* work on a copy, which will be discarded */
98 if (!player->simulation) {
104 if (sp->sct_type == SCT_BANK)
105 bank_income(sp, etu);
106 bp_set_from_sect(bp, sp);
111 tax(struct sctstr *sp, int etu)
113 struct budget *budget = &nat_budget[sp->sct_own];
114 double civ_tax, uw_tax, mil_pay;
116 civ_tax = sp->sct_item[I_CIVIL] * etu * money_civ * sp->sct_effic / 100;
117 if (sp->sct_own == sp->sct_oldown)
118 budget->oldowned_civs += sp->sct_item[I_CIVIL];
120 civ_tax /= 4; /* captured civs pay less */
121 budget->civ.count += sp->sct_item[I_CIVIL];
122 budget->civ.money += civ_tax;
123 budget->money += civ_tax;
125 uw_tax = sp->sct_item[I_UW] * etu * money_uw * sp->sct_effic / 100;
126 budget->uw.count += sp->sct_item[I_UW];
127 budget->uw.money += uw_tax;
128 budget->money += uw_tax;
130 mil_pay = sp->sct_item[I_MILIT] * etu * money_mil;
131 budget->mil.count += sp->sct_item[I_MILIT];
132 budget->mil.money += mil_pay;
133 budget->money += mil_pay;
137 bank_income(struct sctstr *sp, int etu)
141 income = sp->sct_item[I_BAR] * etu * bankint * sp->sct_effic / 100;
142 nat_budget[sp->sct_own].bars.count += sp->sct_item[I_BAR];
143 nat_budget[sp->sct_own].bars.money += income;
144 nat_budget[sp->sct_own].money += income;
148 pay_reserve(struct natstr *np, int etu)
150 double pay = np->nat_reserve * money_res * etu;
152 nat_budget[np->nat_cnum].mil.money += pay;
153 nat_budget[np->nat_cnum].money += pay;