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 if (!player->simulation)
58 for (n = 0; NULL != (sp = getsectid(n)); n++) {
59 if (bp_skip_sect(bp, sp))
61 bp_set_from_sect(bp, sp);
62 if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
66 * When running the test suite, reseed PRNG for each sector
67 * with its UID, to keep results stable even when the number
68 * of PRNs consumed changes.
70 if (running_test_suite)
71 seed_prng(sp->sct_uid);
73 if (player->simulation) {
74 /* work on a copy, which will be discarded */
79 if (!player->simulation) {
85 do_feed(sp, getnatp(sp->sct_own), etu, 0);
86 if (!player->simulation)
89 bp_set_from_sect(bp, sp);
94 tax(struct sctstr *sp, int etu)
96 struct budget *budget = &nat_budget[sp->sct_own];
97 double civ_tax, uw_tax, mil_pay;
99 civ_tax = sp->sct_item[I_CIVIL] * etu * money_civ * sp->sct_effic / 100;
100 if (sp->sct_own == sp->sct_oldown)
101 budget->oldowned_civs += sp->sct_item[I_CIVIL];
103 civ_tax /= 4; /* captured civs pay less */
104 budget->civ.count += sp->sct_item[I_CIVIL];
105 budget->civ.money += civ_tax;
106 budget->money += civ_tax;
108 uw_tax = sp->sct_item[I_UW] * etu * money_uw * sp->sct_effic / 100;
109 budget->uw.count += sp->sct_item[I_UW];
110 budget->uw.money += uw_tax;
111 budget->money += uw_tax;
113 mil_pay = sp->sct_item[I_MILIT] * etu * money_mil;
114 budget->mil.count += sp->sct_item[I_MILIT];
115 budget->mil.money += mil_pay;
116 budget->money += mil_pay;
120 bank_income(struct sctstr *sp, int etu)
124 if (sp->sct_type != SCT_BANK)
127 income = sp->sct_item[I_BAR] * etu * bankint * sp->sct_effic / 100;
128 nat_budget[sp->sct_own].bars.count += sp->sct_item[I_BAR];
129 nat_budget[sp->sct_own].bars.money += income;
130 nat_budget[sp->sct_own].money += income;
134 pay_reserve(struct natstr *np, int etu)
136 double pay = np->nat_reserve * money_res * etu;
138 nat_budget[np->nat_cnum].mil.money += pay;
139 nat_budget[np->nat_cnum].money += pay;