Import of Empire 4.2.12
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commit
d8b7fdfae1
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428
src/lib/commands/prod.c
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428
src/lib/commands/prod.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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* prod.c: Calculate production levels
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*
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* Known contributors to this file:
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* David Muir Sharnoff, 1987
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* Steve McClure, 1997-2000
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*/
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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 "xy.h"
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#include "nsc.h"
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#include "sect.h"
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#include "product.h"
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#include "nat.h"
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#include "item.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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int
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count_pop(register int n)
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{
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register int i;
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register int pop = 0;
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struct sctstr *sp;
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int vec[I_MAX+1];
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for (i = 0; NULL != (sp = getsectid(i)); i++) {
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if (sp->sct_own != n)
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continue;
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if (sp->sct_oldown != n)
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continue;
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if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
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continue;
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pop += vec[I_CIVIL];
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}
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return pop;
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}
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int
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prod(void)
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{
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extern double obrate, uwbrate;
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extern int etu_per_update;
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struct natstr *natp;
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struct sctstr sect;
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struct nstr_sect nstr;
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struct pchrstr *pp;
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double effic;
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double maxr; /* floating version of max */
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double prodeff;
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double real; /* floating pt version of act */
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double work;
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int totpop;
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int act; /* actual production */
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int cost;
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int i;
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int max; /* production w/infinate materials */
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double maxtake;
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int nsect;
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double take;
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double mtake;
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int there;
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int totcomp; /* sum of component amounts */
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int used; /* production w/infinite workforce */
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int wforce;
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int it;
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u_short *amount; /* amount for component pointer */
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u_char *comp; /* component pointer */
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u_char *endcomp;
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u_char vtype;
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s_char *resource;
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int c;
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s_char maxc[3][10];
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s_char use[3][10];
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int items[I_MAX+1];
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int vec[I_MAX+1], lcms, hcms;
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int civs=0;
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int uws=0;
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int bwork;
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int twork;
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int type;
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int eff;
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int maxpop;
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u_char otype;
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if (!snxtsct(&nstr, player->argp[1]))
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return RET_SYN;
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player->simulation = 1;
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prdate();
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nsect = 0;
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while (nxtsct(&nstr, §)) {
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if (!player->owner)
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continue;
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getvec(VT_ITEM, items, (s_char *)§, EF_SECTOR);
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civs = min(9999, (int) ((obrate * (double) etu_per_update + 1.0)
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* (double) items[I_CIVIL]));
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uws = min(9999, (int) ((uwbrate * (double) etu_per_update + 1.0)
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* (double) items[I_UW]));
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if (opt_RES_POP) {
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natp = getnatp(sect.sct_own);
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maxpop = max_pop((float)natp->nat_level[NAT_RLEV], §);
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civs = min(civs, maxpop);
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uws = min(uws, maxpop);
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} else { /* now RES_POP */
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civs = min(999,civs);
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uws = min(999,uws);
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} /* end RES_POP */
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/* This isn't quite right, since research might rise/fall */
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/* during the update, but it's the best we can really do */
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wforce = (int)(((double)civs * (double)sect.sct_work)
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/ 100.0 + (double)uws + (double)items[I_MILIT] * 2.0 / 5.0);
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work = (double)etu_per_update * (double)wforce / 100.0;
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bwork = (int)((double)work / 2.0);
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if (sect.sct_off)
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continue;
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type = sect.sct_type;
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eff = sect.sct_effic;
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if(sect.sct_newtype != type) {
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twork = (eff+3)/4;
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if(twork > bwork) {
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twork = bwork;
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}
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bwork -= twork;
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eff -= twork*4;
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otype = type;
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if(eff <= 0) {
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type = sect.sct_newtype;
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eff = 0;
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}
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if (opt_BIG_CITY) {
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if (!eff && dchr[otype].d_pkg == UPKG &&
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dchr[type].d_pkg != UPKG) {
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if (opt_RES_POP) {
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natp = getnatp(sect.sct_own);
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civs = min(civs, max_pop(natp->nat_level[NAT_RLEV],0));
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uws = min(uws, max_pop(natp->nat_level[NAT_RLEV], 0));
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} else {
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civs = min(9999,civs);
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uws = min(9999,uws);
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}
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wforce = (int)((civs * sect.sct_work) / 100.0 + uws + items[I_MILIT] * 2 / 5.0);
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work = etu_per_update * wforce / 100.0;
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bwork = min((int)(work/2), bwork);
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}
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}
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twork = 100 - eff;
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if(twork > bwork) {
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twork = bwork;
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}
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getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
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if (dchr[type].d_lcms>0){
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lcms = vec[I_LCM];
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lcms /= dchr[type].d_lcms;
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if (twork > lcms)
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twork = lcms;
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}
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if (dchr[type].d_hcms>0){
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hcms = vec[I_HCM];
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hcms /= dchr[type].d_hcms;
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if (twork > hcms)
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twork = hcms;
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}
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bwork -= twork;
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eff += twork;
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} else if (eff < 100) {
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twork = 100 - eff;
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if (twork > bwork) {
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twork = bwork;
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}
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bwork -= twork;
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eff += twork;
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}
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work = work/2 + bwork;
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if (eff < 60 || (type != SCT_ENLIST && eff < 61))
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continue;
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effic = eff/100.0;
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if (effic > 1.0)
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effic = 1.0;
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if (dchr[type].d_prd == 0 && type != SCT_ENLIST)
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continue;
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totcomp = 0;
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pp = &pchr[dchr[type].d_prd];
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vtype = pp->p_type;
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natp = getnatp(sect.sct_own);
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/*
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* sect effic (inc improvements)
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*/
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if (type == SCT_ENLIST && sect.sct_own != sect.sct_oldown)
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continue;
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if (type == SCT_ENLIST)
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goto is_enlist;
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if (pp->p_nrndx != 0) {
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totcomp++;
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resource = ((s_char *) §) + pp->p_nrndx;
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effic = (*resource * effic) / 100.0;
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if (pp->p_nrdep > 0) {
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maxtake = (*resource * 100.0) / pp->p_nrdep;
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if (effic > maxtake)
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effic = maxtake;
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}
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}
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/*
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* production effic.
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*/
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if (pp->p_nlndx >= 0) {
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prodeff = natp->nat_level[pp->p_nlndx] - pp->p_nlmin;
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if (prodeff < 0.0) {
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prodeff = 0.0;
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}
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prodeff = prodeff / (prodeff + pp->p_nllag);
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} else {
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prodeff = 1.0;
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}
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used = 999;
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comp = pp->p_vtype;
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endcomp = pp->p_vtype + pp->p_nv;
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amount = pp->p_vamt;
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while (comp < endcomp) {
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if (*amount == 0)
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totcomp++;
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else {
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used = min(used, (int)(getvar((int)*comp, (s_char *)§,
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EF_SECTOR) / *amount));
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totcomp += *amount;
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}
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++comp;
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++amount;
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}
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if (totcomp == 0)
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continue;
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/*
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* is production limited by resources or
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* workforce?
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*/
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max = (int) (work * effic / (double) totcomp) + 0.5;
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act = min(used, max);
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/*
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* some things are easier to make.. food,
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* pet, etc.
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*/
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act = (int) (((double)pp->p_effic * 0.01 * (double)act) + 0.5);
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max = (int) (((double)pp->p_effic * 0.01 * (double)max) + 0.5);
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real = (double)act * (double)prodeff;
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maxr = (double)max * (double)prodeff;
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if (vtype != 0) {
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if (real < 0.0)
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real = 0.0;
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/* production backlog? */
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if ((there = getvar((int)vtype, (s_char *)§, EF_SECTOR)) >= 9999) {
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there = 9999;
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}
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act = min(act, (9999 - there));
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max = min(max, (9999 - there));
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}
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if (prodeff != 0) {
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take = real / prodeff;
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mtake = maxr / prodeff;
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} else
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mtake = take = 0.0;
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if (take > 999.0)
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take = 999.0;
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if (mtake > 999.0)
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mtake = 999.0;
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take = (double)take / ((double)pp->p_effic * 0.01);
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mtake = (double)mtake / ((double)pp->p_effic * 0.01);
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cost = (int)(take * (double)pp->p_cost);
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if (opt_TECH_POP) {
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if (pp->p_level == NAT_TLEV) {
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totpop = count_pop(sect.sct_own);
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if (totpop > 50000)
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cost = (int)((double)cost * (double)totpop / 50000.0);
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}
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}
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comp = pp->p_vtype;
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amount = pp->p_vamt;
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i = 0;
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while (comp < endcomp) {
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it = unitem((int) *comp);
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if (it > 0 && it <= I_MAX && ichr[it].i_name != 0)
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c = ichr[it].i_name[0];
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else
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c = ' ';
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(void) sprintf(use[i], " %3d%c", (int)((take * (double)(*amount)) + 0.5), c);
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(void) sprintf(maxc[i], " %3d%c", (int)((mtake * (double)(*amount)) + 0.5), c);
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++comp;
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++amount;
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++i;
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}
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while (i < 3) {
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strcpy(use[i], " ");
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strcpy(maxc[i], " ");
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++i;
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}
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is_enlist:
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if (nsect++ == 0) {
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pr("PRODUCTION SIMULATION\n");
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pr(" sect des eff wkfc will make- p.e. cost use1 use2 use3 max1 max2 max3 max\n");
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}
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prxy("%4d,%-4d", nstr.x, nstr.y, player->cnum);
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pr(" %c", dchr[type].d_mnem);
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pr(" %3.0f%%", effic * 100.0);
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pr(" %4d", wforce);
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if (vtype != 0) {
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pr(" %4d", (int)(real + 0.5));
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} else if (type != SCT_ENLIST) {
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switch (pp->p_level) {
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case NAT_TLEV:
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case NAT_RLEV:
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pr(" %1.2f", real);
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break;
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case NAT_ELEV:
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case NAT_HLEV:
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pr(" %4.0f", real);
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break;
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default:
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pr("ERROR");
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break;
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}
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} else {
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int maxmil;
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int enlisted;
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int civs;
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civs = min(999, (int) ((obrate * (double) etu_per_update + 1.0)
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* (double) items[I_CIVIL]));
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natp = getnatp(sect.sct_own);
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maxpop = max_pop((float)natp->nat_level[NAT_RLEV], §);
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civs = min(civs, maxpop);
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/* This isn't quite right, since research might
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rise/fall during the update, but it's the best
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we can really do */
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enlisted = 0;
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maxmil = (civs / 2) - items[I_MILIT];
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if (maxmil > 0) {
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enlisted = (etu_per_update * (10 + items[I_MILIT]) * 0.05);
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if (enlisted > maxmil)
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enlisted = maxmil;
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}
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if (enlisted < 0)
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enlisted = 0;
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if (natp->nat_priorities[type] == 0){
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maxmil = 0;
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}
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pr(" %4d mil 1.00 $%-5d%3dc",
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enlisted, enlisted * 3, enlisted);
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pr(" %3dc %4d\n",
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enlisted, maxmil, maxmil);
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continue;
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}
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pr(" %-5.5s", pp->p_sname);
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prodeff = prodeff * (double)pp->p_effic * 0.01;
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pr(" %.2f", prodeff);
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pr(" $%-4d", cost);
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for (i = 0; i < 3; i++) {
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pr(use[i]);
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}
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pr(" ");
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for (i = 0; i < 3; i++) {
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pr(maxc[i]);
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}
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if (natp->nat_priorities[type] == 0){
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max = 0;
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maxr = 0;
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}
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if (vtype != 0 || pp->p_level == NAT_ELEV
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|| pp->p_level == NAT_HLEV)
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pr(" %4d\n", min(999,(int)(max * prodeff + 0.05)));
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else
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pr(" %1.2f\n", maxr);
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}
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player->simulation = 0;
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if (nsect == 0) {
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if (player->argp[1])
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pr("%s: No sector(s)\n", player->argp[1]);
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else
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pr("%s: No sector(s)\n", "");
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return RET_FAIL;
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} else
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pr("%d sector%s\n", nsect, splur(nsect));
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return RET_OK;
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}
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