2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
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.
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.
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
22 * See files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * vers.c: Print out the Empire version
30 * Known contributors to this file:
36 * Ron Koenderink, 2005-2006
37 * Markus Armbruster, 2005-2006
48 static void show_custom(void);
49 static void show_opts(int val);
57 pr("%s\n\n", version);
58 pr("The following parameters have been set for this game:\n");
59 pr("World size is %d by %d.\n", WORLD_X, WORLD_Y);
60 pr("There can be up to %d countries.\n", MAXNOC);
61 pr("By default, countries use %s coordinate system.\n",
62 (players_at_00) ? "the deity's" : "their own");
64 pr("An Empire time unit is %d second%s long.\n",
65 s_p_etu, s_p_etu != 1 ? "s" : "");
66 pr("Use the 'update' command to find out the time of the next update.\n");
67 pr("The current time is %19.19s.\n", ctime(&now));
68 pr("An update consists of %d empire time units.\n", etu_per_update);
69 pr("Each country is allowed to be logged in %d minutes a day.\n",
71 pr("It takes %.2f civilians to produce a BTU in one time unit.\n",
72 (1.0 / (btu_build_rate * 100.0)));
75 pr("A non-aggi, 100 fertility sector can grow %.2f food per etu.\n",
77 pr("1000 civilians will harvest %.1f food per etu.\n",
79 pr("1000 civilians will give birth to %.1f babies per etu.\n",
81 pr("1000 uncompensated workers will give birth to %.1f babies.\n",
83 pr("In one time unit, 1000 people eat %.1f units of food.\n",
85 pr("1000 babies eat %.1f units of food becoming adults.\n",
88 pr("No food is needed!\n");
92 pr("Banks pay $%.2f in interest per 1000 gold bars per etu.\n",
94 pr("1000 civilians generate $%.2f, uncompensated workers $%.2f each time unit.\n",
95 1000.0 * money_civ, 1000.0 * money_uw);
96 pr("1000 active military cost $%.2f, reserves cost $%.2f.\n",
97 -money_mil * 1000.0, -money_res * 1000.0);
98 if (rollover_avail_max)
99 pr("Up to %d avail can roll over an update.\n",
102 pr("Declaring war will cost you $%i\n\n", War_Cost);
103 pr("Happiness p.e. requires 1 happy stroller per %d civ.\n",
104 (int)hap_cons / etu_per_update);
105 pr("Education p.e. requires 1 class of graduates per %d civ.\n",
106 (int)edu_cons / etu_per_update);
107 pr("Happiness is averaged over %d time units.\n", (int)hap_avg);
108 pr("Education is averaged over %d time units.\n", (int)edu_avg);
109 if (opt_ALL_BLEED == 0)
110 pr("The technology/research boost you get from your allies is %.2f%%.\n",
111 100.0 / ally_factor);
113 pr("The technology/research boost you get from the world is %.2f%%.\n",
114 100.0 / ally_factor);
116 pr("Nation levels (tech etc.) decline 1%% every %d time units.\n",
117 (int)(level_age_rate));
119 pr("Tech Buildup is ");
120 if (tech_log_base <= 1.0) {
123 if (tech_log_base > 1.0) {
124 pr("limited to logarithmic growth (base %.2f)", tech_log_base);
125 if (easy_tech == 0.0)
128 pr(" after %0.2f.\n", easy_tech);
131 pr("\t\t\t\tSectors\tShips\tPlanes\tUnits\n");
132 pr("Maximum mobility\t\t%d\t%d\t%d\t%d\n",
133 sect_mob_max, ship_mob_max, plane_mob_max, land_mob_max);
134 pr("Max mob gain per update\t\t%d\t%d\t%d\t%d\n",
135 (int)(sect_mob_scale * (float)etu_per_update),
136 (int)(ship_mob_scale * (float)etu_per_update),
137 (int)(plane_mob_scale * (float)etu_per_update),
138 (int)(land_mob_scale * (float)etu_per_update));
139 pr("Mission mobility cost\t\t--\t%d\t%d\t%d\n",
140 ldround((mission_mob_cost * (double)ship_mob_max), 1),
141 ldround((mission_mob_cost * (double)plane_mob_max), 1),
142 ldround((mission_mob_cost * (double)land_mob_max), 1));
143 pr("Max eff gain per update\t\t--\t%d\t%d\t%d\n",
144 MIN((int)(ship_grow_scale * (float)etu_per_update), 100),
145 MIN((int)(plane_grow_scale * (float)etu_per_update), 100),
146 MIN((int)(land_grow_scale * (float)etu_per_update), 100));
147 pr("Maintenance cost per update\t--\t%0.1f%%\t%0.1f%%\t%0.1f%%\n",
148 money_ship * -100.0 * etu_per_update,
149 money_plane * -100.0 * etu_per_update,
150 money_land * -100.0 * etu_per_update);
151 pr("Max interdiction range\t\t%d\t%d\t--\t%d\n",
152 fort_max_interdiction_range,
153 ship_max_interdiction_range,
154 land_max_interdiction_range);
156 pr("The maximum amount of mobility used for land unit combat is %0.2f.\n",
159 pr("The starting mobility when acquiring a sector or unit is %d.\n",
160 -(etu_per_update / sect_mob_neg_factor));
163 pr("For ships and land units, fuelu makes %d mobility.\n\n",
165 pr("Ships on autonavigation may use %i cargo holds per ship.\n", TMAX);
166 if (opt_TRADESHIPS) {
167 pr("Trade-ships that go at least %d sectors get a return of %.1f%% per sector.\n",
168 trade_1_dist, trade_1 * 100.0);
169 pr("Trade-ships that go at least %d sectors get a return of %.1f%% per sector.\n",
170 trade_2_dist, trade_2 * 100.0);
171 pr("Trade-ships that go at least %d sectors get a return of %.1f%% per sector.\n",
172 trade_3_dist, trade_3 * 100.0);
173 pr("Cashing in trade-ships with an ally nets you a %.1f%% bonus.\n",
174 trade_ally_bonus * 100.0);
175 pr("Cashing in trade-ships with an ally nets your ally a %.1f%% bonus.\n\n",
176 trade_ally_cut * 100.0);
179 pr("The tax you pay on selling things on the trading block is %.1f%%\n",
180 (1.00 - tradetax) * 100.0);
181 pr("The tax you pay on buying commodities on the market is %.1f%%\n",
182 (buytax - 1.00) * 100.0);
183 pr("The amount of time to bid on commodities is %d seconds.\n",
185 pr("The amount of time to bid on a unit is %d seconds.\n\n",
189 if (!ef_nelem(EF_NUKE_CHR))
190 pr("Nukes are disabled.\n");
191 else if (drnuke_const > MIN_DRNUKE_CONST) {
192 pr("In order to build a nuke, you need %1.2f times the tech level in research\n",
194 pr("\tExample: In order to build a 300 tech nuke, you need %d research\n\n",
195 (int)(300.0 * drnuke_const));
198 pr("Fire ranges are scaled by %.2f.\n", fire_range_factor);
199 pr("Flak damage is scaled by %0.2f.\n", flakscale);
200 pr("Torpedo damage is 2d%d+%d.\n", torpedo_damage, torpedo_damage - 2);
201 pr("The attack factor for para & assault troops is %0.2f.\n",
203 pr("%.0f%% of fallout leaks into each surrounding sector.\n",
204 fallout_spread * 100.0 * MIN(24, etu_per_update));
205 pr("Fallout decays by %.0f%% per update\n",
206 100.0 - (decay_per_etu + 6.0) * fallout_spread * MIN(24, etu_per_update) * 100.0);
208 pr ("Damage to\t\t\tSpills to\n");
209 pr("\t Sector People Mater. Ships Planes LandU.\n");
210 pr("Sector\t\t --\t%3.0f%%\t100%%\t 0%%\t%3.0f%%\t%3.0f%%\n",
211 people_damage * 100.0, unit_damage / 0.07, unit_damage * 100.0);
212 pr("People\t\t%3.0f%%\t --\t --\t --\t --\t --\n",
213 collateral_dam * 100.0);
214 pr("Materials\t%3.0f%%\t --\t --\t --\t --\t --\n",
215 collateral_dam * 100.0);
216 pr("Efficiency\t%3.0f%%\t --\t --\t --\t --\t --\n",
217 collateral_dam * 100.0);
218 pr("Ships\t\t%3.0f%%\t100%%\t100%%\t --\t 0%%\t 0%%\n",
219 collateral_dam * 100.0);
220 pr("Planes\t\t%3.0f%%\t 0%%\t 0%%\t --\t --\t --\n",
221 collateral_dam * 100.0);
222 pr("Land units\t%3.0f%%\t 0%%\t100%%\t --\t 0%%\t 0%%\n",
223 collateral_dam * 100.0);
225 pr("You can have at most %d BTUs.\n", max_btus);
226 pr("You are disconnected after %d minutes of idle time.\n", max_idle);
227 pr("\nOptions enabled in this game:\n ");
229 pr("\n\nOptions disabled in this game:\n ");
231 pr("\n\nSee \"info Options\" for a detailed list of options and descriptions.\n");
233 pr("\nThe person to annoy if something goes wrong is:\n\t%s\n\t(%s).\n",
235 pr("\nYou can get your own copy of the source from "
236 "http://www.wolfpackempire.com/\n\n");
244 char *sep = "\nCustomized in this game:\n ";
247 /* TODO wrap long lines */
248 for (i = 0; i < EF_MAX; i++) {
249 if (ef_flags(i) & EFF_CUSTOM) {
250 pr("%s%s", sep, ef_nameof(i));
255 pr("\nCheck \"show\" for details.\n");
267 for (kp = configkeys; kp->km_key; kp++) {
268 if (!(kp->km_flags & KM_OPTION))
270 if (CANT_HAPPEN(kp->km_type != NSC_INT))
272 if (!*(int *)kp->km_data != !val)
274 col += strlen(sep) + strlen(kp->km_key);
278 col = strlen(kp->km_key);
280 pr("%s%s", sep, kp->km_key);