/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * 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 2 of the License, or
+ * 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,
* 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* ---
*
* powe.c: Do a power report
- *
+ *
* Known contributors to this file:
* Dave Pare
* Ken Stevens, 1995
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2008
+ * Markus Armbruster, 2004-2016
* Ron Koenderink, 2005-2008
*/
#include "commands.h"
#include "item.h"
#include "land.h"
+#include "nuke.h"
#include "optlist.h"
#include "plane.h"
#include "power.h"
static void gen_power(struct powstr *, int);
static int powcmp(const void *, const void *);
static void addtopow(short *, struct powstr *);
+static float empobj_power(int, short[], int);
+static float empunit_power(int, int, short[], int);
+static float money_power(int);
+static float power_tech_factor(float);
+static float item_power(short[]);
int
powe(void)
static void
gen_power(struct powstr *powbuf, int save)
{
+ float upower[MAXNOC];
float *f_ptr;
float *f_pt2;
struct powstr *pow;
- int i;
+ int i, maxpop;
struct sctstr sect;
+ struct dchrstr *dcp;
struct plnstr plane;
+ struct plchrstr *pcp;
struct shpstr ship;
+ struct mchrstr *mcp;
struct lndstr land;
+ struct lchrstr *lcp;
+ struct nukstr nuke;
+ struct nchrstr *ncp;
struct nstr_item ni;
struct nstr_sect ns;
struct natstr *natp;
- float f;
player->btused += 10;
memset(powbuf, 0, MAXNOC * sizeof(*powbuf));
+ memset(upower, 0, sizeof(upower));
snxtsct_all(&ns);
while (nxtsct(&ns, §)) {
if (sect.sct_own == 0)
continue;
+ dcp = &dchr[sect.sct_type];
+ natp = getnatp(sect.sct_own);
pow = &powbuf[sect.sct_own];
pow->p_sects += 1.0;
pow->p_effic += sect.sct_effic;
addtopow(sect.sct_item, pow);
+ pow->p_power += empobj_power(sect.sct_effic,
+ dcp->d_mat, dcp->d_cost);
+ maxpop = max_pop(natp->nat_level[NAT_RLEV], §);
+ pow->p_power += (1.0 + maxpop / 1000.0 * 8) * sect.sct_effic / 100.0;
}
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == 0)
continue;
+ lcp = &lchr[land.lnd_type];
pow = &powbuf[land.lnd_own];
addtopow(land.lnd_item, pow);
- f = (lchr[(int)land.lnd_type].l_lcm / 10.0) * (land.lnd_effic / 100.0);
- f += (lchr[(int)land.lnd_type].l_hcm / 10.0) * (land.lnd_effic / 100.0);
- pow->p_power += f * 2;
- if (!(lchr[(int)land.lnd_type].l_flags & L_SPY))
+ upower[land.lnd_own] += empunit_power(land.lnd_effic,
+ land.lnd_tech,
+ lcp->l_mat, lcp->l_cost);
+ if (!(lcp->l_flags & L_SPY))
pow->p_units += 1.0;
}
snxtitem_all(&ni, EF_SHIP);
while (nxtitem(&ni, &ship)) {
if (ship.shp_own == 0)
continue;
+ mcp = &mchr[ship.shp_type];
pow = &powbuf[ship.shp_own];
addtopow(ship.shp_item, pow);
- f = (mchr[(int)ship.shp_type].m_lcm / 10.0) * (ship.shp_effic / 100.0);
- f += (mchr[(int)ship.shp_type].m_hcm / 10.0) * (ship.shp_effic / 100.0);
- pow->p_power += f * 2;
+ upower[ship.shp_own] += empunit_power(ship.shp_effic,
+ ship.shp_tech,
+ mcp->m_mat, mcp->m_cost);
pow->p_ships += 1.0;
}
snxtitem_all(&ni, EF_PLANE);
while (nxtitem(&ni, &plane)) {
if (plane.pln_own == 0)
continue;
+ pcp = &plchr[plane.pln_type];
pow = &powbuf[plane.pln_own];
+ upower[plane.pln_own] += empunit_power(plane.pln_effic,
+ plane.pln_tech,
+ pcp->pl_mat, pcp->pl_cost);
pow->p_planes += 1.0;
- natp = getnatp(plane.pln_own);
- pow->p_power += 20 * (plane.pln_effic / 100.0) *
- (natp->nat_level[NAT_TLEV] / 500.0);
+ }
+ snxtitem_all(&ni, EF_NUKE);
+ while (nxtitem(&ni, &nuke)) {
+ if (nuke.nuk_own == 0)
+ continue;
+ ncp = &nchr[nuke.nuk_type];
+ upower[nuke.nuk_own] += empunit_power(nuke.nuk_effic,
+ nuke.nuk_tech,
+ ncp->n_mat, ncp->n_cost);
}
for (i = 1; NULL != (natp = getnatp(i)); i++) {
pow = &powbuf[i];
continue;
}
pow->p_money = natp->nat_money;
- pow->p_power += pow->p_money / 100.;
-
- pow->p_power += pow->p_petrol / 500.0;
-
- pow->p_power += (pow->p_civil + pow->p_milit) / 10.0;
- pow->p_power += pow->p_shell / 12.5;
- pow->p_power += pow->p_iron / 100.0;
- pow->p_power += pow->p_dust / 5 + pow->p_oil / 10 + pow->p_bars;
- pow->p_power += pow->p_guns / 2.5;
- if (pow->p_sects > 0)
- pow->p_power += pow->p_sects
- * (pow->p_effic / pow->p_sects / 100.0)
- * 10.0;
- pow->p_power *= MAX(1.0, natp->nat_level[NAT_TLEV]) / 500.0;
+ pow->p_power += money_power(natp->nat_money);
+ pow->p_power *= power_tech_factor(natp->nat_level[NAT_TLEV]);
+ pow->p_power += upower[i];
/* ack. add this vec to the "world power" element */
f_pt2 = &powbuf[0].p_sects;
f_ptr = &pow->p_sects;
f_ptr++;
}
}
- for (i = 1; i < MAXNOC; i++) {
- struct natstr *np;
- int maxpop;
-
- if (opt_RES_POP) {
- np = getnatp(i);
- maxpop = max_population(np->nat_level[NAT_RLEV], SCT_MINE, 0);
- powbuf[i].p_power *= 1.0 + maxpop / 10000.0;
- }
- }
qsort(&powbuf[1], MAXNOC - 1, sizeof(*powbuf), powcmp);
if (!save)
return;
* write(), they delay it until the write actually hits the disk.
* Bad, because `power' displays that time. Force it.
*/
- fsync(empfile[EF_POWER].fd);
+ _commit(empfile[EF_POWER].fd);
#endif
}
return -1;
if (p1->p_power < p2->p_power)
return 1;
- return 0;
+ return p1->p_nation - p2->p_nation;
}
static void
pow->p_food += vec[I_FOOD];
pow->p_oil += vec[I_OIL];
pow->p_bars += vec[I_BAR];
- pow->p_power += vec[I_LCM] / 10.0;
- pow->p_power += vec[I_HCM] / 5.0;
+ pow->p_power += item_power(vec);
+}
+
+static float
+empobj_power(int effic, short mat[], int cost)
+{
+ return (item_power(mat) + money_power(cost)) * (effic / 100.0);
+}
+
+static float
+empunit_power(int effic, int tech, short mat[], int cost)
+{
+ return empobj_power(effic, mat, cost) * power_tech_factor(tech);
+}
+
+static float
+money_power(int money)
+{
+ return money / 100.0;
+}
+
+static float
+power_tech_factor(float tech)
+{
+ return (20 + tech) / 500.0;
+}
+
+static float
+item_power(short item[])
+{
+ int pow, i;
+
+ pow = 0;
+ for (i = I_NONE + 1; i <= I_MAX; i++)
+ pow += item[i] * ichr[i].i_power;
+
+ return pow / 1000.0;
}