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Import of Empire 4.2.12
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1 /*
2  *  Empire - A multi-player, client/server Internet based war game.
3  *  Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
4  *                           Ken Stevens, Steve McClure
5  *
6  *  This program 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 2 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, write to the Free Software
18  *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
19  *
20  *  ---
21  *
22  *  See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23  *  related information and legal notices. It is expected that any future
24  *  projects/authors will amend these files as needed.
25  *
26  *  ---
27  *
28  *  cens.c: Do a census report
29  * 
30  *  Known contributors to this file:
31  *     Steve McClure, 2000
32  *     
33  */
34
35 #include "misc.h"
36 #include "player.h"
37 #include "var.h"
38 #include "xy.h"
39 #include "sect.h"
40 #include "nsc.h"
41 #include "nat.h"
42 #include "deity.h"
43 #include "path.h"
44 #include "file.h"
45 #include "commands.h"
46 #include "optlist.h"
47
48 static  void cens_hdr(void);
49
50 int
51 cens(void)
52 {
53         struct  sctstr sect;
54         int     nsect;
55         int     n;
56         struct  nstr_sect nstr;
57         s_char  dirstr[20];
58         int     vec[I_MAX+1];
59
60         if (!snxtsct(&nstr, player->argp[1]))
61                 return RET_SYN;
62         prdate();
63         for (n = 1; n <= 6; n++)
64                 dirstr[n] = dirch[n];
65         dirstr[0] = '.';
66         dirstr[7] = '$';
67         dirstr[8] = '\0';
68         nsect = 0;
69         while (nxtsct(&nstr, &sect)) {
70                 if (!player->owner)
71                         continue;
72                 if (nsect++ == 0)
73                         cens_hdr();
74                 if (player->god)
75                         pr("%3d ", sect.sct_own);
76                 prxy("%4d,%-4d", nstr.x, nstr.y, player->cnum);
77                 pr(" %c", dchr[sect.sct_type].d_mnem);
78                 if (sect.sct_newtype != sect.sct_type)
79                         pr("%c", dchr[sect.sct_newtype].d_mnem);
80                 else
81                         pr(" ");
82                 pr("%4d%%", sect.sct_effic);
83                 if (sect.sct_off)
84                         pr(" no ");
85                 else
86                         pr("    ");
87                 pr("%4d", sect.sct_mobil);
88
89                 getvec(VT_DEL, vec, (s_char *)&sect, EF_SECTOR);
90                 pr(" %c", dirstr[vec[I_UW] & 0x7]);
91                 pr("%c", dirstr[vec[I_FOOD] & 0x7]);
92
93                 getvec(VT_DIST, vec, (s_char *)&sect, EF_SECTOR);
94                 n = vec[I_UW] % 1000;
95                 pr(" %c", n == 0 ? '.' : '0'+ (n/100));
96                 n = vec[I_FOOD] % 1000;
97                 pr("%c ", n == 0 ? '.' : '0'+ (n/100));
98                 pr("%c", sect.sct_own != sect.sct_oldown ? '*' : ' ');
99
100                 getvec(VT_ITEM, vec, (s_char *)&sect, EF_SECTOR);
101                 pr("%5d", vec[I_CIVIL]);
102                 pr("%5d", vec[I_MILIT]);
103                 pr("%5d", vec[I_UW]);
104                 pr("%5d", vec[I_FOOD]);
105                 pr("%4d%%", sect.sct_work);
106                 pr("%5d", sect.sct_avail);
107                 if (!player->god) {
108                         if (sect.sct_terr)
109                                 pr("%4d", sect.sct_terr);
110                         else
111                                 pr("    ");
112                 }
113                 if (opt_FALLOUT) {
114                   getvec(VT_COND, vec, (void *)&sect, EF_SECTOR);
115                   pr("%5d",vec[C_FALLOUT]);
116                 }
117                 set_coastal(&sect);
118                 if (sect.sct_coastal)
119                         pr("%4d", sect.sct_coastal);
120                 pr("\n");
121         }
122         if (nsect == 0) {
123                 if (player->argp[1])
124                         pr("%s: No sector(s)\n", player->argp[1]);
125                 else
126                         pr("%s: No sector(s)\n", "");
127                 return RET_FAIL;
128         }else
129                 pr("%d sector%s\n", nsect, splur(nsect));
130         return 0;
131 }
132
133 static void
134 cens_hdr(void)
135 {
136         if (player->god)
137                 pr("    ");
138         pr("CENSUS                   del dst\n");
139         if (player->god)
140                 pr("own ");
141         pr("  sect        eff ");
142         pr("prd ");
143         pr("mob uf uf *  civ  mil   uw food work avail ");
144         if (!player->god)
145                 pr("ter ");
146         if (opt_FALLOUT)
147           pr("fall ");
148         pr("coa");
149         pr("\n");
150 }
151
152 void
153 set_coastal(struct sctstr *sp)
154 {
155         int     n;
156         struct  sctstr  sect;
157         u_char  start_flags = sp->sct_coastal;
158
159         /* It's already been set, it didn't change (you can't fill
160            in water, even with bridge spans they are still coastal.) */
161         if (sp->sct_coastal)
162             return;
163         for (n = 1; n <= 6; ++n) {      /* Directions */
164                 getsect(sp->sct_x + diroff[n][0],
165                         sp->sct_y + diroff[n][1],
166                         &sect);
167                 if (sect.sct_type == SCT_WATER ||
168                     sect.sct_type == SCT_BTOWER ||
169                     sect.sct_type == SCT_BSPAN) {
170                         sp->sct_coastal = 1;
171                         if (start_flags != sp->sct_coastal)
172                                 putsect(sp);
173                         return;
174                 }
175         }
176         sp->sct_coastal = 0;
177         if (start_flags != sp->sct_coastal)
178                 putsect(sp);
179 }