/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, 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 <math.h>
-#include "misc.h"
-#include "player.h"
-#include "file.h"
-#include "var.h"
-#include "sect.h"
-#include "path.h"
-#include "news.h"
-#include "treaty.h"
-#include "nat.h"
-#include "xy.h"
-#include "land.h"
-#include "nsc.h"
-#include "mission.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);
int
stre(void)
{
- struct sctstr sect;
- int nsect = 0;
- struct nstr_sect nstr;
- double dtotal, r_total, eff;
- struct combat def[1];
- int dummy;
- int mines;
+ struct sctstr sect;
+ int nsect = 0;
+ struct nstr_sect nstr;
+ double dtotal, r_total, eff;
+ struct combat def[1];
+ int dummy;
- if (!snxtsct(&nstr, player->argp[1]))
- return RET_SYN;
- prdate();
- nsect = 0;
- att_combat_init(def, EF_SECTOR);
- while (nxtsct(&nstr, §)) {
- if (!player->owner)
- continue;
- if (nsect++ == 0)
- stre_hdr();
- if (player->god)
- pr("%3d ", sect.sct_own);
- prxy("%4d,%-4d", nstr.x, nstr.y, player->cnum);
- pr(" %c", dchr[sect.sct_type].d_mnem);
- pr("%4d%%", sect.sct_effic);
- def->x = nstr.x;
- def->y = nstr.y;
- def->set = 0;
- att_get_combat(def, 1);
- if (def->mil)
- pr("%5d", def->mil);
- else
- pr("%5s", "");
- dtotal = units_in_sector(def);
- if (dtotal > 0)
- pr("%7d", (int)dtotal);
- else
- pr("%7s", "");
+ if (!snxtsct(&nstr, player->argp[1]))
+ return RET_SYN;
+ prdate();
+ nsect = 0;
+ att_combat_init(def, EF_SECTOR);
+ while (nxtsct(&nstr, §)) {
+ if (!player->owner)
+ continue;
+ if (nsect++ == 0)
+ stre_hdr();
+ if (player->god)
+ pr("%3d ", sect.sct_own);
+ prxy("%4d,%-4d", nstr.x, nstr.y);
+ pr(" %c", dchr[sect.sct_type].d_mnem);
+ pr("%4d%%", sect.sct_effic);
+ def->x = nstr.x;
+ def->y = nstr.y;
+ def->set = 0;
+ att_get_combat(def, 1);
+ if (def->mil)
+ pr("%5d", def->mil);
+ else
+ pr("%5s", "");
+ dtotal = units_in_sector(def);
+ if (dtotal > 0)
+ pr("%7d", (int)dtotal);
+ else
+ pr("%7s", "");
- r_total = att_reacting_units(def, 0, 0, &dummy, 9999999);
- def->own = 0;
- eff = att_combat_eff(def);
- if (sect.sct_own == sect.sct_oldown) {
- mines = getvar(V_MINE, (s_char *)§, EF_SECTOR);
- if (mines > 0)
- pr("%7d", mines);
- else
- pr("%7s", "");
- eff *= (1.0 + min(mines,20) * 0.02);
- } else {
- pr("%7s", "?");
- }
- pr("%6.2f", eff);
- pr("%9d", (int)((dtotal + def->mil) * eff));
- if (r_total > 0)
- pr(" %9d", (int)(r_total * eff));
- else
- pr(" %9s", "");
- pr("%9d\n", (int)((dtotal + def->mil + r_total) * eff));
+ 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 (SCT_LANDMINES(§) > 0) {
+ pr("%7d", sect.sct_mines);
+ eff *= (1.0 + MIN(sect.sct_mines, 20) * 0.02);
+ } else
+ pr("%7s", "");
+ } else {
+ pr("%7s", "?");
}
- if (!nsect) {
- if (player->argp[1])
- pr("%s: No sector(s)\n", player->argp[1]);
- else
- pr("%s: No sector(s)\n", "");
- return RET_FAIL;
- } else
- pr("%d sector%s\n", nsect, splur(nsect));
- return 0;
+ pr("%6.2f", eff);
+ pr("%9d", (int)((dtotal + def->mil) * eff));
+ if (r_total > 0)
+ pr(" %9d", (int)(r_total * eff));
+ 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])
+ pr("%s: No sector(s)\n", player->argp[1]);
+ else
+ pr("%s: No sector(s)\n", "");
+ return RET_FAIL;
+ } else
+ pr("%d sector%s\n", nsect, splur(nsect));
+ return 0;
}
static double
units_in_sector(struct combat *def)
{
- double d_unit;
- double dtotal = 0.0;
- struct nstr_item ni;
- struct lndstr land;
+ double d_unit;
+ double dtotal = 0.0;
+ struct nstr_item ni;
+ struct lndstr land;
- snxtitem_xy(&ni,EF_LAND,def->x, def->y);
- while(nxtitem(&ni,(s_char *)&land)){
- if (land.lnd_own == 0)
- continue;
- if (land.lnd_own != def->own)
- continue;
- if (land.lnd_ship >= 0)
- continue;
- d_unit = defense_val(&land);
- if (!has_supply(&land))
- d_unit /= 2.0;
- dtotal += d_unit;
- }
- return dtotal;
+ snxtitem_xy(&ni, EF_LAND, def->x, def->y);
+ while (nxtitem(&ni, &land)) {
+ if (land.lnd_own == 0)
+ continue;
+ if (land.lnd_own != def->own)
+ continue;
+ if (land.lnd_ship >= 0 || land.lnd_land >= 0)
+ continue;
+ d_unit = defense_val(&land);
+ if (!lnd_could_be_supplied(&land))
+ d_unit /= 2.0;
+ dtotal += d_unit;
+ }
+ return dtotal;
}
static void
stre_hdr(void)
{
- if (player->god)
- pr(" ");
- pr("DEFENSE STRENGTH land sect sector reacting total\n");
- if (player->god)
- pr("own ");
- pr(" sect eff mil units mines mult defense units defense\n");
+ if (player->god)
+ pr(" ");
+ pr("DEFENSE STRENGTH land sect sector reacting total\n");
+ if (player->god)
+ pr("own ");
+ pr(" sect eff mil units mines mult defense units defense\n");
}
-