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

@ -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))