/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
#include "gamesdef.h"
#include "misc.h"
#include "player.h"
-#include "deity.h"
#include "nat.h"
#include "version.h"
#include "ship.h"
#include "optlist.h"
#include "commands.h"
-extern float drnuke_const;
-
int
vers(void)
{
- extern int s_p_etu;
- extern int etu_per_update;
- extern int m_m_p_d;
- extern int players_at_00;
- extern float btu_build_rate;
- extern double fgrate, fcrate;
- extern double eatrate, babyeat;
- extern double obrate, uwbrate;
- extern double bankint;
- extern double hap_cons, edu_cons;
- extern double money_civ, money_uw, money_mil, money_res;
- extern float hap_avg, edu_avg, ally_factor;
- extern float level_age_rate;
-/* extern float easy_tech, hard_tech, tech_log_base; */
- extern float easy_tech, tech_log_base;
- extern int land_mob_max;
- extern int land_grow_scale;
- extern float land_mob_scale;
- extern int sect_mob_max;
- extern float sect_mob_scale;
- extern int ship_mob_max;
- extern float ship_mob_scale;
- extern int ship_grow_scale;
- extern int plane_mob_max;
- extern float plane_mob_scale;
- extern int plane_grow_scale;
- extern int War_Cost;
- extern float fire_range_factor;
- extern int trade_1_dist; /* less than this gets no money */
- extern int trade_2_dist; /* less than this gets trade_1 money */
- extern int trade_3_dist; /* less than this gets trade_2 money */
- extern float trade_1; /* return on trade_1 distance */
- extern float trade_2; /* return on trade_2 distance */
- extern float trade_3; /* return on trade_3 distance */
- extern float trade_ally_bonus; /* 20% bonus for trading with allies */
- extern float trade_ally_cut; /* 10% bonus for ally you trade with */
- extern double tradetax;
- extern double buytax;
struct option_list *op;
time_t now;
pr("1000 civilians generate $%.2f, uncompensated workers $%.2f each time unit.\n", 1000.0 * money_civ, 1000.0 * money_uw);
pr("1000 active military cost $%.2f, reserves cost $%.2f.\n",
-money_mil * 1000.0, -money_res * 1000.0);
+ if (rollover_avail_max)
+ pr("Up to %d avail can roll over an update.\n", rollover_avail_max);
if (opt_SLOW_WAR)
pr("Declaring war will cost you $%i\n\n", War_Cost);
pr("Happiness p.e. requires 1 happy stroller per %d civ.\n",
(int)(level_age_rate));
pr("Tech Buildup is ");
-/* if (tech_log_base <= 1.0 && hard_tech == 0.0) { */
if (tech_log_base <= 1.0) {
pr("not limited\n");
}
else
pr(" after %0.2f.\n", easy_tech);
}
- /*else {
- pr("limited to asymptotic growth towards %.2f",
- hard_tech + easy_tech);
- if (easy_tech == 0.00)
- pr(".\n");
- else
- pr("after %.2f\n",easy_tech);
- } */
pr("\n");
pr("\t\t\t\tSectors\tShips\tPlanes\tUnits\n");
pr("Maximum mobility\t\t%d\t%d\t%d\t%d\n", sect_mob_max,