/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2018, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
#include "chance.h"
#include "item.h"
-#include "land.h"
-#include "lost.h"
#include "nat.h"
#include "optlist.h"
-#include "path.h"
#include "player.h"
#include "prototypes.h"
-#include "ship.h"
#include "update.h"
double
nat_budget[np->nat_cnum].money -= enlisted * 3;
}
-/* Fallout is calculated here. */
-
-static void
-meltitems(int etus, int fallout, int own, short *vec,
- int type, int x, int y, int uid)
-{
- i_type n;
- int melt;
-
- for (n = I_NONE + 1; n <= I_MAX; n++) {
- melt = roundavg(vec[n] * etus * (double)fallout
- / (1000.0 * ichr[n].i_melt_denom));
- if (melt > vec[n])
- melt = vec[n];
- if (melt > 5 && own) {
- if (type == EF_SECTOR)
- wu(0, own, "Lost %d %s to radiation in %s.\n",
- melt, ichr[n].i_name,
- xyas(x, y, own));
- else if (type == EF_LAND)
- wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
- uid, melt, ichr[n].i_name,
- xyas(x, y, own));
- else if (type == EF_SHIP)
- wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
- uid, melt, ichr[n].i_name,
- xyas(x, y, own));
- }
- vec[n] -= melt;
- }
-}
-
-/*
- * Do fallout meltdown for sector @sp.
- * @etus above 24 are treated as 24 to avoid *huge* kill offs in
- * large ETU games.
- */
-void
-do_fallout(struct sctstr *sp, int etus)
-{
- struct shpstr *spp;
- struct lndstr *lp;
- int i;
-
-/* This check shouldn't be needed, but just in case. :) */
- if (!sp->sct_fallout || !sp->sct_updated)
- return;
- if (etus > 24)
- etus = 24;
- meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
- EF_SECTOR, sp->sct_x, sp->sct_y, 0);
- for (i = 0; NULL != (lp = getlandp(i)); i++) {
- if (!lp->lnd_own)
- continue;
- if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
- continue;
- meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
- EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
- }
- for (i = 0; NULL != (spp = getshipp(i)); i++) {
- if (!spp->shp_own)
- continue;
- if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
- continue;
- if (mchr[(int)spp->shp_type].m_flags & M_SUB)
- continue;
- meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
- EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
- }
-}
-
-void
-spread_fallout(struct sctstr *sp, int etus)
-{
- struct sctstr *ap;
- int n;
- int inc;
-
- if (etus > 24)
- etus = 24;
- for (n = DIR_FIRST; n <= DIR_LAST; n++) {
- ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
- if (ap->sct_type == SCT_SANCT)
- continue;
- inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
- if (inc < 0)
- inc = 0;
- ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
- }
-}
-
-void
-decay_fallout(struct sctstr *sp, int etus)
-{
- int decay;
-
- if (etus > 24)
- etus = 24;
- decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
- (double)etus * (double)sp->sct_fallout);
-
- sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
-}
-
/*
* Produce for a specific nation
*/
double cost;
for (n = 0; NULL != (sp = getsectid(n)); n++) {
+ if (bp_skip_sect(bp, sp))
+ continue;
if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
continue;
budget = &nat_budget[sp->sct_own];
np = getnatp(sp->sct_own);
- do_feed(sp, np, etu, 0);
-
if (dchr[sp->sct_type].d_maint) {
cost = etu * dchr[sp->sct_type].d_maint;
budget->bm[BUDG_SCT_MAINT].count++;