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
43 #include "prototypes.h"
46 static void tax(struct sctstr *, int);
47 static void bank_income(struct sctstr *, int);
50 prepare_sects(int etu, struct bp *bp)
52 struct sctstr *sp, scratch_sect;
55 /* Process all the fallout. */
57 if (!player->simulation) {
58 /* First, we determine which sectors to process fallout in */
59 for (n = 0; NULL != (sp = getsectid(n)); n++)
60 sp->sct_updated = sp->sct_fallout != 0;
61 /* Next, we process the fallout there */
62 for (n = 0; NULL != (sp = getsectid(n)); n++)
63 if (sp->sct_updated && sp->sct_type != SCT_SANCT)
65 /* Next, we spread the fallout */
66 for (n = 0; NULL != (sp = getsectid(n)); n++)
68 spread_fallout(sp, etu);
69 /* Next, we decay the fallout */
70 for (n = 0; NULL != (sp = getsectid(n)); n++) {
72 decay_fallout(sp, etu);
78 for (n = 0; NULL != (sp = getsectid(n)); n++) {
79 if (bp_skip_sect(bp, sp))
81 bp_set_from_sect(bp, sp);
82 if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
86 * When running the test suite, reseed PRNG for each sector
87 * with its UID, to keep results stable even when the number
88 * of PRNs consumed changes.
90 if (running_test_suite)
91 seed_prng(sp->sct_uid);
93 if (player->simulation) {
94 /* work on a copy, which will be discarded */
99 if (!player->simulation) {
105 if (sp->sct_type == SCT_BANK)
106 bank_income(sp, etu);
107 bp_set_from_sect(bp, sp);
112 tax(struct sctstr *sp, int etu)
114 struct budget *budget = &nat_budget[sp->sct_own];
115 double civ_tax, uw_tax, mil_pay;
117 civ_tax = sp->sct_item[I_CIVIL] * etu * money_civ * sp->sct_effic / 100;
118 if (sp->sct_own == sp->sct_oldown)
119 budget->oldowned_civs += sp->sct_item[I_CIVIL];
121 civ_tax /= 4; /* captured civs pay less */
122 budget->civ.count += sp->sct_item[I_CIVIL];
123 budget->civ.money += civ_tax;
124 budget->money += civ_tax;
126 uw_tax = sp->sct_item[I_UW] * etu * money_uw * sp->sct_effic / 100;
127 budget->uw.count += sp->sct_item[I_UW];
128 budget->uw.money += uw_tax;
129 budget->money += uw_tax;
131 mil_pay = sp->sct_item[I_MILIT] * etu * money_mil;
132 budget->mil.count += sp->sct_item[I_MILIT];
133 budget->mil.money += mil_pay;
134 budget->money += mil_pay;
138 bank_income(struct sctstr *sp, int etu)
142 income = sp->sct_item[I_BAR] * etu * bankint * sp->sct_effic / 100;
143 nat_budget[sp->sct_own].bars.count += sp->sct_item[I_BAR];
144 nat_budget[sp->sct_own].bars.money += income;
145 nat_budget[sp->sct_own].money += income;
149 pay_reserve(struct natstr *np, int etu)
151 double pay = np->nat_reserve * money_res * etu;
153 nat_budget[np->nat_cnum].mil.money += pay;
154 nat_budget[np->nat_cnum].money += pay;