1 /*
2  *  Empire - A multi-player, client/server Internet based war game.
3  *  Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
4  *                Ken Stevens, Steve McClure, Markus Armbruster
5  *
6  *  Empire is free software: you can redistribute it and/or modify
7  *  it under the terms of the GNU General Public License as published by
8  *  the Free Software Foundation, either version 3 of the License, or
9  *  (at your option) any later version.
10  *
11  *  This program is distributed in the hope that it will be useful,
12  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
13  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  *  GNU General Public License for more details.
15  *
16  *  You should have received a copy of the GNU General Public License
17  *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
18  *
19  *  ---
20  *
21  *  See files README, COPYING and CREDITS in the root of the source
22  *  tree for related information and legal notices.  It is expected
23  *  that future projects/authors will amend these files as needed.
24  *
25  *  ---
26  *
27  *  fallout.c: Nuclear fallout
28  *
29  *  Known contributors to this file:
30  *     Dave Pare, 1986
31  *     Steve McClure, 1997
32  *     Markus Armbruster, 2004-2016
33  */
34 
35 #include <config.h>
36 
37 #include "chance.h"
38 #include "optlist.h"
39 #include "land.h"
40 #include "ship.h"
41 #include "path.h"
42 #include "prototypes.h"
43 #include "update.h"
44 
45 static void do_fallout(struct sctstr *, int);
46 static void meltitems(int, int, int, short *, int, int, int, int);
47 static void spread_fallout(struct sctstr *, int);
48 static void decay_fallout(struct sctstr *, int);
49 
50 void
fallout(int etu)51 fallout(int etu)
52 {
53     int n;
54     struct sctstr *sp;
55 
56     if (!opt_FALLOUT)
57 	return;
58 
59     /* First, we determine which sectors to process fallout in */
60     for (n = 0; NULL != (sp = getsectid(n)); n++)
61 	sp->sct_updated = sp->sct_fallout != 0;
62     /* Next, we process the fallout there */
63     for (n = 0; NULL != (sp = getsectid(n)); n++)
64 	if (sp->sct_updated && sp->sct_type != SCT_SANCT)
65 	    do_fallout(sp, etu);
66     /* Next, we spread the fallout */
67     for (n = 0; NULL != (sp = getsectid(n)); n++)
68 	if (sp->sct_updated)
69 	    spread_fallout(sp, etu);
70     /* Next, we decay the fallout */
71     for (n = 0; NULL != (sp = getsectid(n)); n++) {
72 	if (sp->sct_fallout)
73 	    decay_fallout(sp, etu);
74 	sp->sct_updated = 0;
75     }
76 }
77 
78 /*
79  * Do fallout meltdown for sector @sp.
80  * @etus above 24 are treated as 24 to avoid *huge* kill offs in
81  * large ETU games.
82  */
83 static void
do_fallout(struct sctstr * sp,int etus)84 do_fallout(struct sctstr *sp, int etus)
85 {
86     struct shpstr *spp;
87     struct lndstr *lp;
88     int i;
89 
90 /* This check shouldn't be needed, but just in case. :) */
91     if (!sp->sct_fallout || !sp->sct_updated)
92 	return;
93     if (etus > 24)
94 	etus = 24;
95     meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
96 	      EF_SECTOR, sp->sct_x, sp->sct_y, 0);
97     for (i = 0; NULL != (lp = getlandp(i)); i++) {
98 	if (!lp->lnd_own)
99 	    continue;
100 	if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
101 	    continue;
102 	meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
103 		  EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
104     }
105     for (i = 0; NULL != (spp = getshipp(i)); i++) {
106 	if (!spp->shp_own)
107 	    continue;
108 	if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
109 	    continue;
110 	if (mchr[(int)spp->shp_type].m_flags & M_SUB)
111 	    continue;
112 	meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
113 		  EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
114     }
115 }
116 
117 static void
meltitems(int etus,int fallout,int own,short * vec,int type,int x,int y,int uid)118 meltitems(int etus, int fallout, int own, short *vec,
119 	  int type, int x, int y, int uid)
120 {
121     i_type n;
122     int melt;
123 
124     for (n = I_NONE + 1; n <= I_MAX; n++) {
125 	melt = roundavg(vec[n] * etus * (double)fallout
126 			/ (1000.0 * ichr[n].i_melt_denom));
127 	if (melt > vec[n])
128 	    melt = vec[n];
129 	if (melt > 5 && own) {
130 	    if (type == EF_SECTOR)
131 		wu(0, own, "Lost %d %s to radiation in %s.\n",
132 		   melt, ichr[n].i_name,
133 		   xyas(x, y, own));
134 	    else if (type == EF_LAND)
135 		wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
136 		   uid, melt, ichr[n].i_name,
137 		   xyas(x, y, own));
138 	    else if (type == EF_SHIP)
139 		wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
140 		   uid, melt, ichr[n].i_name,
141 		   xyas(x, y, own));
142 	}
143 	vec[n] -= melt;
144     }
145 }
146 
147 static void
spread_fallout(struct sctstr * sp,int etus)148 spread_fallout(struct sctstr *sp, int etus)
149 {
150     struct sctstr *ap;
151     int n;
152     int inc;
153 
154     if (etus > 24)
155 	etus = 24;
156     for (n = DIR_FIRST; n <= DIR_LAST; n++) {
157 	ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
158 	if (ap->sct_type == SCT_SANCT)
159 	    continue;
160 	inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
161 	if (inc < 0)
162 	    inc = 0;
163 	ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
164     }
165 }
166 
167 static void
decay_fallout(struct sctstr * sp,int etus)168 decay_fallout(struct sctstr *sp, int etus)
169 {
170     int decay;
171 
172     if (etus > 24)
173 	etus = 24;
174     decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
175 		     (double)etus * (double)sp->sct_fallout);
176 
177     sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
178 }
179