/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2005, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2015, 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/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * 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.
*
* ---
*
* stre.c: Calculate military strengths of sectors
- *
+ *
* Known contributors to this file:
* Ken Stevens, 1995
+ * Markus Armbruster, 2004-2010
*/
-#include "misc.h"
-#include "player.h"
-#include "file.h"
-#include "sect.h"
-#include "path.h"
-#include "nat.h"
-#include "xy.h"
-#include "land.h"
-#include "nsc.h"
-#include "ship.h"
+#include <config.h>
+
#include "combat.h"
#include "commands.h"
+#include "land.h"
+#include "ship.h"
static double units_in_sector(struct combat *def);
static void stre_hdr(void);
stre_hdr();
if (player->god)
pr("%3d ", sect.sct_own);
- prxy("%4d,%-4d", nstr.x, nstr.y, player->cnum);
+ prxy("%4d,%-4d", nstr.x, nstr.y);
pr(" %c", dchr[sect.sct_type].d_mnem);
pr("%4d%%", sect.sct_effic);
def->x = nstr.x;
else
pr("%7s", "");
- r_total = att_reacting_units(def, 0, 0, &dummy, 9999999);
+ if (def->sct_type != SCT_MOUNT)
+ r_total = att_reacting_units(def, NULL, 0, &dummy, 9999999);
+ else
+ r_total = 0.0;
def->own = 0;
eff = att_combat_eff(def);
if (sect.sct_own == sect.sct_oldown || player->god) {
- if (sect.sct_mines > 0)
+ if (SCT_LANDMINES(§) > 0) {
pr("%7d", sect.sct_mines);
- else
+ eff *= (1.0 + MIN(sect.sct_mines, 20) * 0.02);
+ } else
pr("%7s", "");
- eff *= (1.0 + min(sect.sct_mines, 20) * 0.02);
} else {
pr("%7s", "?");
}
else
pr(" %9s", "");
pr("%9d\n", (int)((dtotal + def->mil + r_total) * eff));
+ /*
+ * This command is quite compute intensive. Yield the
+ * processor after every sector, to keep the game responsive
+ * for other players.
+ */
+ empth_yield();
}
if (!nsect) {
if (player->argp[1])
continue;
if (land.lnd_own != def->own)
continue;
- if (land.lnd_ship >= 0)
+ if (land.lnd_ship >= 0 || land.lnd_land >= 0)
continue;
d_unit = defense_val(&land);
- if (!has_supply(&land))
+ if (!lnd_could_be_supplied(&land))
d_unit /= 2.0;
dtotal += d_unit;
}