--- /dev/null
+/*
+ * Empire - A multi-player, client/server Internet based war game.
+ * Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
+ *
+ * Empire is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * ---
+ *
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
+ *
+ * ---
+ *
+ * fallout.c: Nuclear fallout
+ *
+ * Known contributors to this file:
+ * Dave Pare, 1986
+ * Steve McClure, 1997
+ * Markus Armbruster, 2004-2016
+ */
+
+#include <config.h>
+
+#include "chance.h"
+#include "optlist.h"
+#include "land.h"
+#include "ship.h"
+#include "path.h"
+#include "prototypes.h"
+#include "update.h"
+
+static void do_fallout(struct sctstr *, int);
+static void meltitems(int, int, int, short *, int, int, int, int);
+static void spread_fallout(struct sctstr *, int);
+static void decay_fallout(struct sctstr *, int);
+
+void
+fallout(int etu)
+{
+ int n;
+ struct sctstr *sp;
+
+ if (!opt_FALLOUT)
+ return;
+
+ /* First, we determine which sectors to process fallout in */
+ for (n = 0; NULL != (sp = getsectid(n)); n++)
+ sp->sct_updated = sp->sct_fallout != 0;
+ /* Next, we process the fallout there */
+ for (n = 0; NULL != (sp = getsectid(n)); n++)
+ if (sp->sct_updated && sp->sct_type != SCT_SANCT)
+ do_fallout(sp, etu);
+ /* Next, we spread the fallout */
+ for (n = 0; NULL != (sp = getsectid(n)); n++)
+ if (sp->sct_updated)
+ spread_fallout(sp, etu);
+ /* Next, we decay the fallout */
+ for (n = 0; NULL != (sp = getsectid(n)); n++) {
+ if (sp->sct_fallout)
+ decay_fallout(sp, etu);
+ sp->sct_updated = 0;
+ }
+}
+
+/*
+ * Do fallout meltdown for sector @sp.
+ * @etus above 24 are treated as 24 to avoid *huge* kill offs in
+ * large ETU games.
+ */
+static 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);
+ }
+}
+
+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;
+ }
+}
+
+static 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);
+ }
+}
+
+static 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;
+}
struct sctstr *sp, scratch_sect;
int n;
-/* Process all the fallout. */
- if (opt_FALLOUT) {
- if (!player->simulation) {
- /* First, we determine which sectors to process fallout in */
- for (n = 0; NULL != (sp = getsectid(n)); n++)
- sp->sct_updated = sp->sct_fallout != 0;
- /* Next, we process the fallout there */
- for (n = 0; NULL != (sp = getsectid(n)); n++)
- if (sp->sct_updated && sp->sct_type != SCT_SANCT)
- do_fallout(sp, etu);
- /* Next, we spread the fallout */
- for (n = 0; NULL != (sp = getsectid(n)); n++)
- if (sp->sct_updated)
- spread_fallout(sp, etu);
- /* Next, we decay the fallout */
- for (n = 0; NULL != (sp = getsectid(n)); n++) {
- if (sp->sct_fallout)
- decay_fallout(sp, etu);
- sp->sct_updated = 0;
- }
- }
- }
+ if (!player->simulation)
+ fallout(etu);
for (n = 0; NULL != (sp = getsectid(n)); n++) {
if (bp_skip_sect(bp, sp))
#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
*/