Import of Empire 4.2.12
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commit
d8b7fdfae1
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441
src/lib/commands/powe.c
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441
src/lib/commands/powe.c
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* powe.c: Do a power report
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*
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* Known contributors to this file:
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* Dave Pare
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* Ken Stevens, 1995
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* Steve McClure, 1998-2000
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*/
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#ifdef Rel4
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#include <string.h>
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#endif /* Rel4 */
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#include "misc.h"
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#include "player.h"
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#include "var.h"
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#include "sect.h"
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#include "nat.h"
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#include "ship.h"
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#include "land.h"
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#include "nuke.h"
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#include "power.h"
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#include "item.h"
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#include "deity.h"
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#include "plane.h"
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#include "xy.h"
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#include "nsc.h"
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#include "file.h"
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#include "optlist.h"
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#include "commands.h"
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#include <fcntl.h>
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struct powsort {
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float powval;
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natid cnum;
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};
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static int powcmp(struct powsort *p1, struct powsort *p2);
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static void out5(double value, int round_val, int round_flag);
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static void gen_power(void);
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static void addtopow(register int *vec, register struct powstr *pow);
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int
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powe(void)
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{
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struct natstr *natp;
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struct natstr *natp2;
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int round_flag;
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time_t pow_time;
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struct nstr_item ni;
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struct powstr pow;
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int num;
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int power_generated = 0;
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int targets[MAXNOC];
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int use_targets = 0;
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int got_targets = 0;
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int no_numbers = 0;
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s_char *p;
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bzero((s_char *)targets, sizeof(targets));
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natp = getnatp(player->cnum);
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num = MAXNOC;
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if (player->argp[1] && player->argp[1][0] == 'n') {
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if (natp->nat_btu < 1)
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pr("\n Insufficient BTUs, using the last report.\n\n");
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else {
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gen_power();
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power_generated = 1;
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if (player->argp[2] && (num = atoi(player->argp[2])) < 0) {
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num = MAXNOC;
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if (player->god)
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no_numbers = 1;
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else
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return RET_SYN;
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}
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}
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} else if (player->argp[1] && player->argp[1][0] == 'c') {
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if (!player->argp[2])
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return RET_SYN;
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if (strchr(player->argp[2], '/')) {
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p = strtok(player->argp[2], "/");
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do {
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got_targets |= set_target(p, targets);
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} while (NULL != (p = strtok(0, "/")));
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} else {
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got_targets |= set_target(player->argp[2], targets);
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}
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use_targets = 1;
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} else if (player->argp[1] && (num = atoi(player->argp[1])) < 0) {
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num = -(num);
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if (num > MAXNOC || num < 0)
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num = MAXNOC;
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if (player->god)
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no_numbers = 1;
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else
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return RET_SYN;
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}
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if (use_targets && !got_targets)
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return RET_FAIL;
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if (!power_generated) {
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snxtitem_all(&ni, EF_POWER);
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if (!nxtitem(&ni, (s_char *)&pow)) {
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pr("Power for this game has not been built yet. Type 'power new' to build it.\n");
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return RET_FAIL;
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}
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}
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pr(" - = [ Empire Power Report ] = -\n");
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pow_time = ef_mtime(EF_POWER);
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pr(" as of %s\n sects eff civ", ctime(&pow_time));
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pr(" mil shell gun pet iron dust oil pln ship unit money\n");
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snxtitem_all(&ni, EF_POWER);
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while ((nxtitem(&ni, (s_char *)&pow)) && num > 0) {
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if (pow.p_nation == 0 || pow.p_power <= 0.0)
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continue;
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if (opt_HIDDEN) {
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if (!player->god && pow.p_nation != player->cnum)
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continue;
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}
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natp2 = getnatp(pow.p_nation);
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if (natp2->nat_stat & STAT_GOD)
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continue;
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if (use_targets && !targets[pow.p_nation])
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continue;
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if (pow.p_nation != player->cnum && player->cnum != 0)
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round_flag = 1;
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else
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round_flag = 0;
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num--;
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pr("%9.9s", cname(pow.p_nation));
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out5(pow.p_sects, 5, round_flag);
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if (pow.p_sects) pr("%4.0f%%", pow.p_effic / pow.p_sects);
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else pr(" 0%%");
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out5(pow.p_civil, 50, round_flag);
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out5(pow.p_milit, 50, round_flag);
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out5(pow.p_shell, 25, round_flag);
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out5(pow.p_guns, 5, round_flag);
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out5(pow.p_petrol, 50, round_flag);
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out5(pow.p_iron, 50, round_flag);
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out5(pow.p_dust, 50, round_flag);
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out5(pow.p_oil, 50, round_flag);
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out5(pow.p_planes, 10, round_flag);
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out5(pow.p_ships, 10, round_flag);
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out5(pow.p_units, 10, round_flag);
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out5(pow.p_money, 5000, round_flag);
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pr("\n");
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if (player->god != 0 && !no_numbers)
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pr("%9.2f\n", pow.p_power);
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}
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if (((player->god != 0) && opt_HIDDEN) || !opt_HIDDEN) {
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pr(" ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n");
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getpower(0, &pow);
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pr("worldwide");
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out5(pow.p_sects, 5, 1);
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pr("%4.0f%%", pow.p_effic / (pow.p_sects + 0.1));
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out5(pow.p_civil, 50, 1);
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out5(pow.p_milit, 50, 1);
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out5(pow.p_shell, 25, 1);
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out5(pow.p_guns, 5, 1);
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out5(pow.p_petrol, 50, 1);
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out5(pow.p_iron, 50, 1);
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out5(pow.p_dust, 50, 1);
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out5(pow.p_oil, 50, 1);
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out5(pow.p_planes, 10, 1);
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out5(pow.p_ships, 10, 1);
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out5(pow.p_units, 10, 1);
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out5(pow.p_money, 5000, 1);
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pr("\n");
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}
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return RET_OK;
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}
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static void
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out5(double value, int round_val, int round_flag)
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{
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if (value > round_val && round_flag)
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value = (int) (value / round_val + 0.5) * round_val;
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if (value < -995000.)
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pr("%4.0fM", value / 1e6);
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else if (value < -9950.)
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pr("%4.0fK", value / 1000.);
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else if (value < -999.)
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pr("%4.1fK", value / 1000.);
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else if (value < 1000.)
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pr("%4.0f ", value);
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else if (value < 10000.)
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pr("%4.1fK", value / 1000.);
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else if (value < 1e6)
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pr("%4.0fK", value / 1000.);
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else if (value < 1e7)
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pr("%4.1fM", value / 1e6);
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else if (value >= 1e9)
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pr("%4.0fG", value / 1e9);
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else
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pr("%4.0fM", value / 1e6);
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}
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static void
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gen_power(void)
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{
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extern double powe_cost;
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float *f_ptr;
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float *f_pt2;
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register struct powstr *pow;
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register int i;
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struct sctstr sect;
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struct plnstr plane;
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struct shpstr ship;
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struct lndstr land;
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struct powstr powbuf[MAXNOC];
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struct nstr_item ni;
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struct nstr_sect ns;
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int vec[I_MAX+1];
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struct powsort order[MAXNOC];
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struct natstr *natp;
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float f;
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player->btused += powe_cost;
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bzero((s_char *) powbuf, sizeof(powbuf));
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snxtsct_all(&ns);
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while (nxtsct(&ns, §)) {
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if (sect.sct_own == 0)
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continue;
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pow = &powbuf[sect.sct_own];
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pow->p_sects += 1.0;
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pow->p_effic += sect.sct_effic;
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getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
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addtopow(vec, pow);
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}
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snxtitem_all(&ni, EF_LAND);
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while (nxtitem(&ni, (s_char *)&land)) {
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if (land.lnd_own == 0)
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continue;
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pow = &powbuf[land.lnd_own];
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getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
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addtopow(vec, pow);
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if (opt_NEWPOWER == 0) {
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pow->p_power += lchr[(int)land.lnd_type].l_lcm / 10.0;
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pow->p_power += lchr[(int)land.lnd_type].l_hcm / 5.0;
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} else { /* old power */
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f = ((float)(lchr[(int)land.lnd_type].l_lcm / 10.0)) *
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((float)land.lnd_effic)/100.0;
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f += ((float)(lchr[(int)land.lnd_type].l_hcm / 10.0)) *
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((float)land.lnd_effic/100.0);
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pow->p_power += f*2;
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} /* end NEWPOWER */
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pow->p_units += 1.0;
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}
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snxtitem_all(&ni, EF_SHIP);
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while (nxtitem(&ni, (s_char *)&ship)) {
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if (ship.shp_own == 0)
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continue;
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pow = &powbuf[ship.shp_own];
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getvec(VT_ITEM, vec, (s_char *)&ship, EF_SHIP);
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addtopow(vec, pow);
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if (opt_NEWPOWER == 0) {
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pow->p_power += mchr[(int)ship.shp_type].m_lcm / 10.0;
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pow->p_power += mchr[(int)ship.shp_type].m_hcm / 5.0;
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} else { /* old power formula */
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f = ((float)(mchr[(int)ship.shp_type].m_lcm / 10.0)) *
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((float)ship.shp_effic)/100.0;
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f += ((float)(mchr[(int)ship.shp_type].m_hcm / 10.0)) *
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((float)ship.shp_effic/100.0);
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pow->p_power += f*2;
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} /* end NEWPOWER */
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pow->p_ships += 1.0;
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}
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snxtitem_all(&ni, EF_PLANE);
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while (nxtitem(&ni, (s_char *)&plane)) {
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if (plane.pln_own == 0)
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continue;
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pow = &powbuf[plane.pln_own];
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pow->p_planes += 1.0;
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if (opt_NEWPOWER == 0)
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pow->p_power += plane.pln_effic / 100.0;
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else { /* old POWER */
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natp=getnatp(plane.pln_own);
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pow->p_power += 20 * (plane.pln_effic / 100.0) *
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(natp->nat_level[NAT_TLEV]/500.0);
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} /* end old POWER */
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}
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for (i=1; NULL != (natp = getnatp(i)); i++) {
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pow = &powbuf[i];
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pow->p_nation = i;
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if ((natp->nat_stat & STAT_INUSE) == 0 ||
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(natp->nat_stat & STAT_NORM) == 0) {
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pow->p_power = 0.;
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continue;
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}
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if (opt_NEWPOWER && (natp->nat_stat & STAT_GOD)) {
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pow->p_power = 0.;
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continue;
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}
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pow->p_money = natp->nat_money;
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pow->p_power += pow->p_money / 100.;
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pow->p_power += pow->p_petrol / (opt_NEWPOWER ? 500.0 : 50.0);
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if (opt_NEWPOWER == 0) {
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pow->p_power += (pow->p_civil + pow->p_milit +
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pow->p_shell) / 10.;
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pow->p_power += (pow->p_iron + pow->p_dust +
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pow->p_effic + pow->p_oil) / 10.;
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pow->p_power += (pow->p_guns + pow->p_effic) / 3.;
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pow->p_power += pow->p_ships;
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pow->p_power += pow->p_sects * 3.0;
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pow->p_power += pow->p_planes * 5.0;
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} else { /* new POWER format */
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pow->p_power += (pow->p_civil + pow->p_milit)/10.0;
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pow->p_power += (pow->p_shell)/12.5;
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pow->p_power += (pow->p_iron)/100.0;
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pow->p_power += (pow->p_dust/5 +
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pow->p_oil/10 +
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pow->p_bars);
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pow->p_power += (pow->p_guns) / 2.5;
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if (pow->p_sects > 0)
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pow->p_power += (pow->p_sects *
|
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((pow->p_effic/pow->p_sects)/
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100.0)) * 10.0;
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if (natp->nat_level[NAT_TLEV] > 0.0)
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pow->p_power = pow->p_power *
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(((float)natp->nat_level[NAT_TLEV])/
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500.0);
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else
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pow->p_power = pow->p_power * (1.0/500.0);
|
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} /* end new POWER */
|
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/* ack. add this vec to the "world power" element */
|
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f_pt2 = &(powbuf[0].p_sects);
|
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f_ptr = &(pow->p_sects);
|
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while (f_ptr <= &(pow->p_power)) {
|
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*f_pt2 += *f_ptr;
|
||||
f_pt2++;
|
||||
f_ptr++;
|
||||
}
|
||||
}
|
||||
for (i=1; i < MAXNOC; i++) {
|
||||
struct natstr *np;
|
||||
int maxpop;
|
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float f = 1.0;
|
||||
|
||||
if (opt_RES_POP) {
|
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np = getnatp(i);
|
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maxpop = max_pop(np->nat_level[NAT_RLEV], 0);
|
||||
f = 1.0 + (((float)maxpop)/10000.0);
|
||||
}
|
||||
powbuf[i].p_power *= f;
|
||||
order[i].powval = powbuf[i].p_power;
|
||||
order[i].cnum = i;
|
||||
}
|
||||
qsort((s_char *)&order[1], MAXNOC-1, sizeof(*order), (qsort_func_t)powcmp);
|
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putpower(0, &powbuf[0]);
|
||||
for (i=1; i<MAXNOC; i++) {
|
||||
putpower(i, &powbuf[order[i].cnum]);
|
||||
}
|
||||
}
|
||||
|
||||
static int
|
||||
powcmp(struct powsort *p1, struct powsort *p2)
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||||
{
|
||||
if (p1->powval > p2->powval)
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return -1;
|
||||
if (p1->powval < p2->powval)
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return 1;
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||||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
addtopow(register int *vec, register struct powstr *pow)
|
||||
{
|
||||
pow->p_civil += vec[I_CIVIL];
|
||||
pow->p_milit += vec[I_MILIT];
|
||||
pow->p_shell += vec[I_SHELL];
|
||||
pow->p_guns += vec[I_GUN];
|
||||
pow->p_petrol += vec[I_PETROL];
|
||||
pow->p_iron += vec[I_IRON];
|
||||
pow->p_dust += vec[I_DUST];
|
||||
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;
|
||||
}
|
||||
|
||||
int
|
||||
set_target(s_char *p, int *targets)
|
||||
{
|
||||
int target;
|
||||
struct natstr *natp;
|
||||
|
||||
if (!p)
|
||||
return 0;
|
||||
|
||||
if (isdigit(*p))
|
||||
target = atoi(p);
|
||||
else
|
||||
target = cnumb(p);
|
||||
|
||||
if (target > 0 && target < MAXNOC && (natp = getnatp(target))) {
|
||||
if (natp->nat_stat & STAT_GOD) {
|
||||
pr("Country #%d is a deity country\n", target);
|
||||
} else if (!(natp->nat_stat & STAT_INUSE)) {
|
||||
pr("Country #%d is not in use\n", target);
|
||||
} else if (!(natp->nat_stat & STAT_NORM)) {
|
||||
pr("Country #%d is not a normal country\n", target);
|
||||
} else {
|
||||
targets[target] = 1;
|
||||
return 1;
|
||||
}
|
||||
} else
|
||||
pr("Bad country: \'%s\'\n", p);
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue