/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2017, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* 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 3 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, see .
*
* ---
*
* 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.
*
* ---
*
* vers.c: Print out the Empire version
*
* Known contributors to this file:
* Dave Pare
* Jeff Bailey
* Thomas Ruschak
* Ken Stevens
* Steve McClure
* Ron Koenderink, 2005-2006
* Markus Armbruster, 2005-2014
*/
#include
#include "commands.h"
#include "nuke.h"
#include "optlist.h"
#include "ship.h"
#include "version.h"
static int have_trade_ships(void);
static void show_custom(void);
static void show_opts(int val);
static char *prwrap(char *, char *, int *);
int
vers(void)
{
time_t now;
(void)time(&now);
pr("%s\n\n", version);
pr("The following parameters have been set for this game:\n");
pr("World size is %d by %d.\n", WORLD_X, WORLD_Y);
pr("There can be up to %d countries.\n", MAXNOC);
pr("By default, countries use %s coordinate system.\n",
(players_at_00) ? "the deity's" : "their own");
pr("\n");
pr("Use the 'show' command to find out the time of the next update.\n");
pr("The current time is %19.19s.\n", ctime(&now));
pr("An update consists of %d empire time units.\n", etu_per_update);
pr("Each country is allowed to be logged in %d minutes a day.\n",
m_m_p_d);
if (*game_days != 0)
pr("Game days are %s.\n", game_days);
if (*game_hours != 0)
pr("Game hours are %s.\n", game_hours);
pr("It takes %.2f civilians to produce a BTU in one time unit.\n",
(1.0 / (btu_build_rate * 100.0)));
pr("\n");
pr("A non-aggi, 100 fertility sector can grow %.2f food per ETU.\n",
100.0 * fgrate);
pr("1000 civilians will harvest %.1f food per ETU.\n",
1000.0 * fcrate);
pr("1000 civilians will give birth to %.1f babies per ETU.\n",
1000.0 * obrate);
pr("1000 uncompensated workers will give birth to %.1f babies.\n",
1000.0 * uwbrate);
pr("In one time unit, 1000 people eat %.1f units of food.\n",
1000.0 * eatrate);
pr("1000 babies eat %.1f units of food becoming adults.\n",
1000.0 * babyeat);
if (opt_NOFOOD)
pr("No food is needed!\n");
pr("\n");
pr("Banks pay $%.2f in interest per 1000 gold bars per ETU.\n",
bankint * 1000.0);
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);
pr("Happiness p.e. requires 1 happy stroller per %d civ.\n",
(int)hap_cons / etu_per_update);
pr("Education p.e. requires 1 class of graduates per %d civ.\n",
(int)edu_cons / etu_per_update);
pr("Happiness is averaged over %d time units.\n", (int)hap_avg);
pr("Education is averaged over %d time units.\n", (int)edu_avg);
if (opt_ALL_BLEED == 0)
pr("The technology/research boost you get from your allies is %.2f%%.\n",
100.0 / ally_factor);
else
pr("The technology/research boost you get from the world is %.2f%%.\n",
100.0 / ally_factor);
pr("Nation levels (tech etc.) decline 1%% every %d time units.\n",
(int)(level_age_rate));
pr("Tech buildup is ");
if (tech_log_base <= 1.0) {
pr("not limited.\n");
}
if (tech_log_base > 1.0) {
pr("limited to logarithmic growth (base %.2f)", tech_log_base);
if (easy_tech == 0.0)
pr(".\n");
else
pr(" after %0.2f.\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, ship_mob_max, plane_mob_max, land_mob_max);
pr("Max mob gain per update\t\t%d\t%d\t%d\t%d\n",
(int)(sect_mob_scale * (float)etu_per_update),
(int)(ship_mob_scale * (float)etu_per_update),
(int)(plane_mob_scale * (float)etu_per_update),
(int)(land_mob_scale * (float)etu_per_update));
pr("Max eff gain per update\t\t--\t%d\t%d\t%d\n",
MIN((int)(ship_grow_scale * (float)etu_per_update), 100),
MIN((int)(plane_grow_scale * (float)etu_per_update), 100),
MIN((int)(land_grow_scale * (float)etu_per_update), 100));
pr("Maintenance cost per update\t--\t%0.1f%%\t%0.1f%%\t%0.1f%%\n",
money_ship * -100.0 * etu_per_update,
money_plane * -100.0 * etu_per_update,
money_land * -100.0 * etu_per_update);
pr("Max interdiction range\t\t%d\t%d\t--\t%d\n",
fort_max_interdiction_range,
ship_max_interdiction_range,
land_max_interdiction_range);
pr("\n");
pr("The maximum amount of mobility used for land unit combat is %0.2f.\n",
combat_mob);
if (opt_MOB_ACCESS)
pr("The starting mobility when acquiring a sector or unit is %d.\n",
-(etu_per_update / sect_mob_neg_factor));
pr("\n");
if (have_trade_ships()) {
pr("Trade-ships that go at least %d sectors get a return of %.1f%% per sector.\n",
trade_1_dist, trade_1 * 100.0);
pr("Trade-ships that go at least %d sectors get a return of %.1f%% per sector.\n",
trade_2_dist, trade_2 * 100.0);
pr("Trade-ships that go at least %d sectors get a return of %.1f%% per sector.\n",
trade_3_dist, trade_3 * 100.0);
pr("Cashing in trade-ships with an ally nets you a %.1f%% bonus.\n",
trade_ally_bonus * 100.0);
pr("Cashing in trade-ships with an ally nets your ally a %.1f%% bonus.\n\n",
trade_ally_cut * 100.0);
}
if (opt_MARKET) {
pr("The tax you pay on selling things on the trading block is %.1f%%.\n",
(1.00 - tradetax) * 100.0);
pr("The tax you pay on buying commodities on the market is %.1f%%.\n",
(buytax - 1.00) * 100.0);
pr("The amount of time to bid on commodities is %d seconds.\n",
MARK_DELAY);
pr("The amount of time to bid on a unit is %d seconds.\n\n",
TRADE_DELAY);
}
if (!ef_nelem(EF_NUKE_CHR))
pr("Nukes are disabled.\n");
else if (drnuke_const > MIN_DRNUKE_CONST) {
pr("In order to build a nuke, you need %1.2f times the tech level in research.\n",
drnuke_const);
pr("\tExample: In order to build a 300 tech nuke, you need %d research.\n\n",
(int)(300.0 * drnuke_const));
}
pr("Fire ranges are scaled by %.2f.\n", fire_range_factor);
pr("Flak damage is scaled by %0.2f.\n", flakscale);
pr("Torpedo damage is 2d%d+%d.\n", torpedo_damage, torpedo_damage - 2);
pr("The attack factor for para & assault troops is %0.2f.\n",
assault_penalty);
pr("%.0f%% of fallout leaks into each surrounding sector.\n",
fallout_spread * 100.0 * MIN(24, etu_per_update));
pr("Fallout decays by %.0f%% per update.\n",
100.0 - (decay_per_etu + 6.0) * fallout_spread * MIN(24, etu_per_update) * 100.0);
pr("\n");
pr("Damage to\t\t\tSpills to\n");
pr("\t Sector People Mater. Ships Planes LandU.\n");
pr("Sector\t\t --\t%3.0f%%\t100%%\t 0%%\t%3.0f%%\t%3.0f%%\n",
people_damage * 100.0, unit_damage / 0.07, unit_damage * 100.0);
pr("People\t\t%3.0f%%\t --\t --\t --\t --\t --\n",
collateral_dam * 100.0);
pr("Materials\t%3.0f%%\t --\t --\t --\t --\t --\n",
collateral_dam * 100.0);
pr("Efficiency\t%3.0f%%\t --\t --\t --\t --\t --\n",
collateral_dam * 100.0);
pr("Ships\t\t%3.0f%%\t100%%\t100%%\t --\t 0%%\t 0%%\n",
collateral_dam * 100.0);
pr("Planes\t\t%3.0f%%\t 0%%\t 0%%\t --\t --\t --\n",
collateral_dam * 100.0);
pr("Land units\t%3.0f%%\t 0%%\t100%%\t --\t 0%%\t 0%%\n",
collateral_dam * 100.0);
pr("\n");
pr("You can have at most %d BTUs.\n", max_btus);
pr("%s are disconnected after %d minute%s of idle time.\n",
player->nstat & NONVIS ? "You" : "Players",
max_idle, splur(max_idle));
pr("%s are disconnected after %d minute%s of idle time.\n",
player->nstat & NONVIS ? "Visitors" : "You",
max_idle_visitor, splur(max_idle_visitor));
pr("\nOptions enabled in this game:\n");
show_opts(1);
pr("\n\nOptions disabled in this game:\n");
show_opts(0);
pr("\n\nSee \"info Options\" for a detailed list of options and descriptions.\n");
show_custom();
pr("\nThe person to annoy if something goes wrong is:\n\t%s <%s>.\n",
privname, privlog);
pr("\nYou can get your own copy of the source from "
".\n\n");
pr("%s", legal);
return RET_OK;
}
static int
have_trade_ships(void)
{
int i;
for (i = ef_nelem(EF_SHIP_CHR) - 1; i >= 0; i--) {
if (mchr[i].m_flags & M_TRADE)
return 1;
}
return 0;
}
static void
show_custom(void)
{
char *sep;
int col, i;
sep = "\nCustomized in this game:\n\t";
col = 0;
for (i = 0; i < EF_MAX; i++) {
if (ef_flags(i) & EFF_CUSTOM)
sep = prwrap(sep, ef_nameof(i), &col);
}
if (*sep == ',')
pr("\nCheck \"show\" for details.\n");
}
static void
show_opts(int val)
{
char *sep;
int col;
struct keymatch *kp;
sep = "\t";
col = 0;
for (kp = configkeys; kp->km_key; kp++) {
if (!(kp->km_flags & KM_OPTION))
continue;
if (CANT_HAPPEN(kp->km_type != NSC_INT))
continue;
if (!*(int *)kp->km_data != !val)
continue;
sep = prwrap(sep, kp->km_key, &col);
}
}
static char *
prwrap(char *sep, char *it, int *col)
{
size_t len = strlen(it);
if (*col != 0 && *col + len > 70) {
sep = ",\n\t";
*col = 0;
}
pr("%s%s", sep, it);
sep = ", ";
*col += len + 2;
return sep;
}