/* * 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 . * * --- * * 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 #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; }