update: Collect fallout code in fallout.c

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2016-07-17 08:44:55 +02:00
parent b6509b7309
commit 2fea2a7cb8
4 changed files with 182 additions and 133 deletions

View file

@ -93,6 +93,8 @@ extern void bp_to_sect(struct bp *, struct sctstr *);
extern void dodeliver(struct sctstr *);
/* distribute.c */
extern int dodistribute(struct sctstr *, int, double);
/* fallout.c */
extern void fallout(int);
/* finish.c */
extern void finish_sects(int);
/* human.c */
@ -147,9 +149,6 @@ extern void revolt(struct sctstr *);
extern void guerrilla(struct sctstr *);
/* sect.c */
extern double buildeff(struct sctstr *);
extern void do_fallout(struct sctstr *, int);
extern void spread_fallout(struct sctstr *, int);
extern void decay_fallout(struct sctstr *, int);
extern void produce_sect(int, struct bp *);
/* ship.c */
extern void prep_ships(int, struct bp *);

178
src/lib/update/fallout.c Normal file
View file

@ -0,0 +1,178 @@
/*
* 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;
}

View file

@ -52,28 +52,8 @@ prepare_sects(int etu, struct bp *bp)
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))

View file

@ -36,14 +36,10 @@
#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
@ -116,110 +112,6 @@ enlist(struct natstr *np, short *vec, int etu)
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
*/