/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2011, 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. * * --- * * star.c: Do a starvation report * * Known contributors to this file: * */ #include #include #include "commands.h" #include "item.h" #include "land.h" #include "optlist.h" #include "path.h" #include "ship.h" static void starv_sects(char *range); static void starv_ships(char *range); static void starv_units(char *range); static void sect_hdr(void); static void ship_hdr(void); static void unit_hdr(void); int starve(void) { int do_sects = 0; int do_ships = 0; int do_units = 0; char *range; if (opt_NOFOOD) { /* no food - no work! */ pr("No food is required in this game\n"); return RET_OK; } range = "*"; if (!player->argp[1]) { do_sects = do_ships = do_units = 1; } else if (*(player->argp[1]) == 's') { do_ships = 1; if (player->argp[2]) range = player->argp[2]; } else if (*(player->argp[1]) == 'l') { do_units = 1; if (player->argp[2]) range = player->argp[2]; } else { do_sects = 1; range = player->argp[1]; } player->simulation = 1; prdate(); if (do_sects) starv_sects(range); if (do_ships) starv_ships(range); if (do_units) starv_units(range); player->simulation = 0; return RET_OK; } static void starv_people(short *vec, int victims) { pr(" will starve %d people. %.0f more food needed\n", victims, ceil(food_needed(vec, etu_per_update) - vec[I_FOOD])); } static void starv_sects(char *range) { struct nstr_sect nstr; struct sctstr sect; int nsect = 0; int s, save; if (!snxtsct(&nstr, range)) return; while (nxtsct(&nstr, §)) { if (!player->owner) continue; if (sect.sct_type == SCT_SANCT) continue; /* * Check for starvation. Suppress complaints about tiny * population without food by adding 1f just for the check. * That's okay because growfood() will grow at least that much * anyway. */ save = sect.sct_item[I_FOOD]; if (sect.sct_item[I_FOOD] == 0) sect.sct_item[I_FOOD] = 1; s = famine_victims(sect.sct_item, etu_per_update); sect.sct_item[I_FOOD] = save; if (s == 0) continue; if (nsect++ == 0) sect_hdr(); if (player->god) pr("%3d ", sect.sct_own); prxy("%4d,%-4d", nstr.x, nstr.y); pr(" %c", dchr[sect.sct_type].d_mnem); pr(" %c", sect.sct_own != sect.sct_oldown ? '*' : ' '); if (sect.sct_newtype != sect.sct_type) pr("%c", dchr[sect.sct_newtype].d_mnem); else pr(" "); pr("%4d%%", sect.sct_effic); starv_people(sect.sct_item, s); } if (nsect == 0) { if (player->argp[1]) pr("%s: No sector(s)\n", player->argp[1]); else pr("%s: No sector(s)\n", ""); return; } else pr("%d sector%s\n", nsect, splur(nsect)); return; } static void sect_hdr(void) { if (player->god) pr(" "); pr("Starvation \n"); if (player->god) pr("own "); pr(" sect eff "); pr("\n"); } static void starv_ships(char *range) { struct nstr_item ni; struct shpstr ship; int nship = 0; int s; if (!snxtitem(&ni, EF_SHIP, range, NULL)) return; while (nxtitem(&ni, &ship)) { if (!player->owner || !ship.shp_own) continue; s = famine_victims(ship.shp_item, etu_per_update); if (s == 0) continue; if (nship++ == 0) ship_hdr(); if (player->god) pr("%3d ", ship.shp_own); pr("%5d ", ship.shp_uid); pr("%-16.16s ", mchr[(int)ship.shp_type].m_name); starv_people(ship.shp_item, s); } if (nship == 0) { if (range) pr("%s: No ship(s)\n", range); else pr("%s: No ship(s)\n", ""); return; } else pr("%d ship%s\n", nship, splur(nship)); return; } static void ship_hdr(void) { if (player->god) pr(" "); pr("Starvation \n"); if (player->god) pr("own "); pr(" shp# ship type \n"); } static void starv_units(char *range) { struct nstr_item ni; struct lndstr land; int nunit = 0; int s; if (!snxtitem(&ni, EF_LAND, range, NULL)) return; while (nxtitem(&ni, &land)) { if (!player->owner || !land.lnd_own) continue; s = famine_victims(land.lnd_item, etu_per_update); if (s == 0) continue; if (nunit++ == 0) unit_hdr(); if (player->god) pr("%3d ", land.lnd_own); pr("%5d ", land.lnd_uid); pr("%-16.16s ", lchr[(int)land.lnd_type].l_name); starv_people(land.lnd_item, s); } if (nunit == 0) { if (range) pr("%s: No unit(s)\n", range); else pr("%s: No unit(s)\n", ""); return; } else pr("%d unit%s\n", nunit, splur(nunit)); return; } static void unit_hdr(void) { if (player->god) pr(" "); pr("Starvation \n"); if (player->god) pr("own "); pr(" lnd# unit type \n"); }