update: Collect fallout code in fallout.c
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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b6509b7309
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4 changed files with 182 additions and 133 deletions
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@ -93,6 +93,8 @@ extern void bp_to_sect(struct bp *, struct sctstr *);
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extern void dodeliver(struct sctstr *);
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/* distribute.c */
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extern int dodistribute(struct sctstr *, int, double);
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/* fallout.c */
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extern void fallout(int);
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/* finish.c */
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extern void finish_sects(int);
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/* human.c */
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@ -147,9 +149,6 @@ extern void revolt(struct sctstr *);
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extern void guerrilla(struct sctstr *);
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/* sect.c */
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extern double buildeff(struct sctstr *);
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extern void do_fallout(struct sctstr *, int);
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extern void spread_fallout(struct sctstr *, int);
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extern void decay_fallout(struct sctstr *, int);
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extern void produce_sect(int, struct bp *);
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/* ship.c */
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extern void prep_ships(int, struct bp *);
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178
src/lib/update/fallout.c
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178
src/lib/update/fallout.c
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@ -0,0 +1,178 @@
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* fallout.c: Nuclear fallout
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Steve McClure, 1997
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* Markus Armbruster, 2004-2016
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*/
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#include <config.h>
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#include "chance.h"
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#include "optlist.h"
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#include "land.h"
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#include "ship.h"
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#include "path.h"
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#include "prototypes.h"
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#include "update.h"
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static void do_fallout(struct sctstr *, int);
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static void meltitems(int, int, int, short *, int, int, int, int);
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static void spread_fallout(struct sctstr *, int);
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static void decay_fallout(struct sctstr *, int);
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void
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fallout(int etu)
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{
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int n;
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struct sctstr *sp;
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if (!opt_FALLOUT)
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return;
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/* First, we determine which sectors to process fallout in */
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for (n = 0; NULL != (sp = getsectid(n)); n++)
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sp->sct_updated = sp->sct_fallout != 0;
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/* Next, we process the fallout there */
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for (n = 0; NULL != (sp = getsectid(n)); n++)
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if (sp->sct_updated && sp->sct_type != SCT_SANCT)
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do_fallout(sp, etu);
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/* Next, we spread the fallout */
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for (n = 0; NULL != (sp = getsectid(n)); n++)
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if (sp->sct_updated)
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spread_fallout(sp, etu);
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/* Next, we decay the fallout */
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for (n = 0; NULL != (sp = getsectid(n)); n++) {
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if (sp->sct_fallout)
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decay_fallout(sp, etu);
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sp->sct_updated = 0;
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}
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}
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/*
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* Do fallout meltdown for sector @sp.
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* @etus above 24 are treated as 24 to avoid *huge* kill offs in
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* large ETU games.
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*/
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static void
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do_fallout(struct sctstr *sp, int etus)
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{
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struct shpstr *spp;
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struct lndstr *lp;
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int i;
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/* This check shouldn't be needed, but just in case. :) */
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if (!sp->sct_fallout || !sp->sct_updated)
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return;
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if (etus > 24)
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etus = 24;
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meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
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EF_SECTOR, sp->sct_x, sp->sct_y, 0);
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for (i = 0; NULL != (lp = getlandp(i)); i++) {
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if (!lp->lnd_own)
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continue;
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if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
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continue;
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meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
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EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
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}
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for (i = 0; NULL != (spp = getshipp(i)); i++) {
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if (!spp->shp_own)
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continue;
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if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
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continue;
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if (mchr[(int)spp->shp_type].m_flags & M_SUB)
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continue;
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meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
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EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
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}
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}
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static void
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meltitems(int etus, int fallout, int own, short *vec,
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int type, int x, int y, int uid)
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{
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i_type n;
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int melt;
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for (n = I_NONE + 1; n <= I_MAX; n++) {
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melt = roundavg(vec[n] * etus * (double)fallout
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/ (1000.0 * ichr[n].i_melt_denom));
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if (melt > vec[n])
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melt = vec[n];
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if (melt > 5 && own) {
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if (type == EF_SECTOR)
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wu(0, own, "Lost %d %s to radiation in %s.\n",
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melt, ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_LAND)
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wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
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uid, melt, ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_SHIP)
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wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
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uid, melt, ichr[n].i_name,
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xyas(x, y, own));
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}
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vec[n] -= melt;
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}
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}
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static void
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spread_fallout(struct sctstr *sp, int etus)
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{
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struct sctstr *ap;
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int n;
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int inc;
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if (etus > 24)
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etus = 24;
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for (n = DIR_FIRST; n <= DIR_LAST; n++) {
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ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
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if (ap->sct_type == SCT_SANCT)
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continue;
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inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
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if (inc < 0)
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inc = 0;
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ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
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}
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}
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static void
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decay_fallout(struct sctstr *sp, int etus)
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{
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int decay;
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if (etus > 24)
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etus = 24;
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decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
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(double)etus * (double)sp->sct_fallout);
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sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
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}
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@ -52,28 +52,8 @@ prepare_sects(int etu, struct bp *bp)
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struct sctstr *sp, scratch_sect;
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int n;
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/* Process all the fallout. */
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if (opt_FALLOUT) {
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if (!player->simulation) {
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/* First, we determine which sectors to process fallout in */
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for (n = 0; NULL != (sp = getsectid(n)); n++)
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sp->sct_updated = sp->sct_fallout != 0;
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/* Next, we process the fallout there */
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for (n = 0; NULL != (sp = getsectid(n)); n++)
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if (sp->sct_updated && sp->sct_type != SCT_SANCT)
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do_fallout(sp, etu);
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/* Next, we spread the fallout */
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for (n = 0; NULL != (sp = getsectid(n)); n++)
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if (sp->sct_updated)
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spread_fallout(sp, etu);
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/* Next, we decay the fallout */
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for (n = 0; NULL != (sp = getsectid(n)); n++) {
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if (sp->sct_fallout)
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decay_fallout(sp, etu);
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sp->sct_updated = 0;
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}
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}
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}
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if (!player->simulation)
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fallout(etu);
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for (n = 0; NULL != (sp = getsectid(n)); n++) {
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if (bp_skip_sect(bp, sp))
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@ -36,14 +36,10 @@
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#include "chance.h"
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#include "item.h"
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#include "land.h"
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#include "lost.h"
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#include "nat.h"
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#include "optlist.h"
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#include "path.h"
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#include "player.h"
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#include "prototypes.h"
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#include "ship.h"
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#include "update.h"
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double
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@ -116,110 +112,6 @@ enlist(struct natstr *np, short *vec, int etu)
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nat_budget[np->nat_cnum].money -= enlisted * 3;
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}
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/* Fallout is calculated here. */
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static void
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meltitems(int etus, int fallout, int own, short *vec,
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int type, int x, int y, int uid)
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{
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i_type n;
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int melt;
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for (n = I_NONE + 1; n <= I_MAX; n++) {
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melt = roundavg(vec[n] * etus * (double)fallout
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/ (1000.0 * ichr[n].i_melt_denom));
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if (melt > vec[n])
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melt = vec[n];
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if (melt > 5 && own) {
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if (type == EF_SECTOR)
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wu(0, own, "Lost %d %s to radiation in %s.\n",
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melt, ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_LAND)
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wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
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uid, melt, ichr[n].i_name,
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xyas(x, y, own));
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else if (type == EF_SHIP)
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wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
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uid, melt, ichr[n].i_name,
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xyas(x, y, own));
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}
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vec[n] -= melt;
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}
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}
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/*
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* Do fallout meltdown for sector @sp.
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* @etus above 24 are treated as 24 to avoid *huge* kill offs in
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* large ETU games.
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*/
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void
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do_fallout(struct sctstr *sp, int etus)
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{
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struct shpstr *spp;
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struct lndstr *lp;
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int i;
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/* This check shouldn't be needed, but just in case. :) */
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if (!sp->sct_fallout || !sp->sct_updated)
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return;
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if (etus > 24)
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etus = 24;
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meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
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EF_SECTOR, sp->sct_x, sp->sct_y, 0);
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for (i = 0; NULL != (lp = getlandp(i)); i++) {
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if (!lp->lnd_own)
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continue;
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if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
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continue;
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meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
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EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
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}
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for (i = 0; NULL != (spp = getshipp(i)); i++) {
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if (!spp->shp_own)
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continue;
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if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
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continue;
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if (mchr[(int)spp->shp_type].m_flags & M_SUB)
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continue;
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meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
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EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
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}
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}
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void
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spread_fallout(struct sctstr *sp, int etus)
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{
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struct sctstr *ap;
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int n;
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int inc;
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if (etus > 24)
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etus = 24;
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for (n = DIR_FIRST; n <= DIR_LAST; n++) {
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ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
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if (ap->sct_type == SCT_SANCT)
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continue;
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inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
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if (inc < 0)
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inc = 0;
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ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
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}
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}
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void
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decay_fallout(struct sctstr *sp, int etus)
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{
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int decay;
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if (etus > 24)
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etus = 24;
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decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
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(double)etus * (double)sp->sct_fallout);
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sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
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}
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/*
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* Produce for a specific nation
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*/
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