Import of Empire 4.2.12

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Markus Armbruster 2003-08-23 12:23:04 +00:00
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/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program 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
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* 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
*
* ---
*
* 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.
*
* ---
*
* constants.c: Global constants file. Note that the "hours" file can
* override these, as does the global "econfig" file.
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1996
*
*/
#include "gamesdef.h"
#include "misc.h"
#include "xy.h"
s_char *privname = PRVNAM; /* name of priv user */
s_char *privlog = PRVLOG; /* logname of priv user */
int WORLD_X = DEF_WORLD_X; /* World size - x */
int WORLD_Y = DEF_WORLD_Y; /* World size - y */
int MARK_DELAY = 7200; /* Seconds to bid on commodities */
int TRADE_DELAY = 7200; /* Seconds to bid on units */
int m_m_p_d = 1440; /* max mins of play per day (per country) */
long s_p_etu = DEF_S_P_ETU; /* seconds per Empire time unit */
int etu_per_update = ETUS; /* # of etu's per update, from misc.h */
long adj_update = 0; /* update time adjustment */
int update_window = 0; /* update window adjustment */
int hourslop = 5; /* amount of slop to match update times */
s_char *update_times = ""; /* times regular update is allowed */
int update_policy = 0; /* update policy for regular updates */
int update_demandpolicy = 2;/* update policy for demand updates */
int update_missed = 999; /* demand updates missed before veto */
int update_wantmin = 0; /* number of votes required for demand update */
int blitz_time = 10; /* number of minutes between blitz updates */
s_char *update_demandtimes = "";/* times demand update is allowed */
s_char *game_days = ""; /* days game is running */
s_char *game_hours = ""; /* hours game is running */
int max_idle = 15; /* session dies after max_idle minutes idle */
int sect_mob_max = 127; /* sector mobility limits */
float sect_mob_scale = 1.0; /* accumulation multiplier */
int land_mob_max = 127; /* land mobility limits */
float land_mob_scale = 1.0; /* accumulation multiplier */
int ship_mob_max = 127; /* ship mobility limits */
float ship_mob_scale = 1.5; /* accumulation multiplier */
int plane_mob_max = 127; /* plane mobility limits */
float plane_mob_scale = 1.0; /* accumulation multiplier */
float fire_range_factor = 1.0;/* Increase/reduce firing ranges */
int morale_base = 42; /* base for morale */
/* opt_MOB_ACCESS */
int sect_mob_neg_factor = 2;/* ETU/neg_factor = negative amount of mobility
a sector has after being taken */
int updating_mob = 1; /* If we are currently updating mob */
int timestamp_fixing = 0; /* If we are currently fixing timestamps */
int lost_items_timeout = 172800; /* How long before removing from database */
double combat_mob=5.0; /* how much mob do units spend for combat? */
/* if you find that naving is taking too long, try reducing these */
int fort_max_interdiction_range = 8;
int ship_max_interdiction_range = 8;
int land_max_interdiction_range = 8;
double mission_mob_cost = 0.0; /* Cost is percentage of max mob */
double unit_damage = 0.30; /* Units take this % of normal damage */
double people_damage = 1.00; /* Civs/Mil/Uw take this % of normal damage */
double collateral_dam = 0.10; /* Side effect damage to sector */
double assault_penalty = 0.50; /* attack factor for para & assault troops */
/* START_UNITS */
#ifdef START_UNITS
int start_unit_type[START_UNITS] = {0, 1}; /* type of unit */
#endif /* START_UNITS */
/* opt_FUEL */
int fuel_mult = 10; /* 1 fuel = 10 mob */
int land_grow_scale = 2; /* how fast eff grows for land units (xETUS) */
int ship_grow_scale = 3; /* how fast eff grows for ships (xETUS) */
int plane_grow_scale = 2; /* how fast eff grows for planes (xETUS) */
double fgrate = 0.0012; /* food growth rate (dt * fert) */
double fcrate = 0.0013; /* food cultivate rate (dt * workforce) */
double eatrate = 0.0005; /* food eating rate (dt * people) */
/*double eatrate = 0.0001;*/ /* food eating rate (dt * people) */
double babyeat = 0.0060; /* food to mature 1 baby into a civilian */
/*double babyeat = 0.0000;*/ /* food to mature 1 baby into a civilian */
double obrate = 0.005; /* other sectors birth rate */
double uwbrate = 0.0025; /* uncompensated worker birth rate */
/* values > 0.25 for either will overflow */
/* opt_FALLOUT */
/* these are the radioactive decay constants */
/* fraction of commodity destroyed is
etus*fallout/(1000*melt_item_denom[item])
higher denominators for tougher commodities */
int melt_item_denom[] =
/* civ mil shell gun pet iron dust bar*/
{ 0, 4, 20, 80, 100,50, 100, 100, 200,
2, 50, 100,100,2, 1000 };
/*food oil lcm hcm UW rads */
double decay_per_etu = 0.006; /* This gives a half life of ? etus,
about ? days.
half life in Jt
log(.5) / log(1-decay_per_etu)
Calculate your own if you don't like it.
If you want a specific half life you can
calc it with this formula:
decay_per_etu = 1 - (.5)^(1/etus)
due to the discrete nature of empire
you can not get a precise number
without intensive simulation
(more than 3 digits). */
double fallout_spread = 0.005; /* fraction of fallout that leaks into
each surrounding sector */
/* end opt_FALLOUT */
double bankint = 0.25; /* bank interest rate (dt * bars) */
/* Note in the taxes below:
tradetax - this is charged to the seller, so it is < 1 (because the seller
gets the (price paid * tradetax)
buytax - this is charged to the buyer, so it is > 1 (because the buyer is
charged (price paid * buytax).
Not perfect, but it works. :) */
double minmult = 0.5; /* minimum trade mulitple */
double maxmult = 10.0; /* maximum trade multiple */
double tradetax = 0.99; /* Tax charged on trade */
double buytax = 1.0; /* Tax charged on market purchases */
int startmob = 127; /* Sanctuary starting mobility */
double flakscale = 1.75; /* Scale factor for flak damage */
/* money gained from taxes, paid to military, and reservists */
double money_civ = 0.0083333;
double money_uw = 0.0017777;
double money_mil = -0.0833333;
double money_res = -0.0083333;
/* pct cost per ETU for maintaining a ship or plane or land unit */
double money_plane = -0.001;
double money_ship = -0.001;
double money_land = -0.001;
/* edu and hap consumption factors -- hap_cons civs need 1 hap --> hlev++ */
double hap_cons = 600000.0;
double edu_cons = 600000.0;
/* hap and edu avg mean that the weight on current happiness is
* (cur_hap * hap_avg + hap_prod * etu) / (hap_avg + etu); */
float hap_avg = 16.0 * 3.0;
float edu_avg = 16.0 * 12.0;
/* tech build limitations. Tech limits only apply after easy_tech.
* Two ways of limiting tech: asymptotic or logrithmic:
* tech_hard is asymptopic limitation, tech_log_base is the logrithmic
* limitation. set tech_log_base > 1.0 to have it take effect,
* set hard_tech > 0 to have it take effect
* for log based, only tech values where the slop is < 1 are used */
float easy_tech = 1.00; /* amount of tech built with no penality */
float hard_tech = 10.0; /* amount of in-efficiently built tech */
float tech_log_base = 2.0; /* base of log to take of in-efficient tech */
float ally_factor = 2.0; /* shared tech with allies = 1/factor */
float level_age_rate = 96.0; /* 1% per 96 etu's; 0 -> no decline */
int players_at_00 = 0; /* players coord system on deity 0,0? */
int at_least_one_100 = 1; /* init player with 100/100/100/100 sector? */
float btu_build_rate = 0.0012;/* etu * civ * eff * btu_build_rate */
/* 8 * 999 * 100 * 0.0004 = 319 */
int max_btus = 640; /* maximum # of btu's */
double powe_cost = 10.0; /* btu cost to gen a power report */
double buil_bt = 10.0; /* tech level required to build a bridge */
int buil_bh = 100; /* hcm required to build a bridge */
double buil_bc = 2000.0; /* cash required to build a bridge */
double buil_tower_bt = 100.0; /* tech level required to build a tower */
int buil_tower_bh = 400; /* hcm required to build a bridge tower */
double buil_tower_bc = 7500.0; /* cash required to build a bridge tower */
/* opt_SLOW_WAR */
int War_Cost = 1000; /* Cost to declare war */
/* opt_DEMANDUPDATE */
long last_demand_update=0; /* When was last demand update? */
/* opt_DRNUKE */
float drnuke_const = .33; /* research must be at least drnuke_const*tech*/
/* in order to build a nuke. For example, if
* drnuke_const is .25, you need a 75 res to
* build a nuke that takes 300 tech
*/
/* opt_TRADESHIPS */
int trade_1_dist = 8; /* less than this gets no money */
int trade_2_dist = 14; /* less than this gets trade_1 money */
int trade_3_dist = 25; /* less than this gets trade_2 money */
float trade_1 = 0.025; /* return on trade_1 distance */
float trade_2 = 0.035; /* return on trade_2 distance */
float trade_3 = 0.050; /* return on trade_3 distance */
float trade_ally_bonus = 0.20; /* 20% bonus for trading with allies */
float trade_ally_cut = 0.10; /* 10% bonus for ally you trade with */
/* end opt_TRADESHIPS */
int torpedo_damage = 40; /* damage is X + 1dX + 1dX, so 40+1d40+1d40 */
/* initial levels */
float start_education = 0.0;
float start_happiness = 0.0;
float start_technology = 0.0;
float start_research = 0.0;