/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2007, 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 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. * * --- * * powe.c: Do a power report * * Known contributors to this file: * Dave Pare * Ken Stevens, 1995 * Steve McClure, 1998-2000 * Markus Armbruster, 2006 */ #include #include #include #include "commands.h" #include "item.h" #include "land.h" #include "optlist.h" #include "plane.h" #include "power.h" #include "ship.h" static void prpower(char *, struct powstr *, int); static void out5(double, int, int); static void gen_power(struct powstr *, int); static int powcmp(const void *, const void *); static void addtopow(short *, struct powstr *); int powe(void) { struct natstr *natp; int i; time_t pow_time; struct nstr_item ni; int save = 1; int num = MAXNOC; int power_generated = 0; struct natstr nat; struct powstr powbuf[MAXNOC]; int targets[MAXNOC]; int use_targets = 0; int no_numbers = 0; memset(targets, 0, sizeof(targets)); i = 1; if (player->argp[1]) { switch (player->argp[1][0]) { case 'u': if (player->god) save = 0; /* fall through */ case 'n': i++; natp = getnatp(player->cnum); if (natp->nat_btu < 1) pr("\n Insufficient BTUs, using the last report.\n\n"); else if (opt_AUTO_POWER && save) pr("\n power new is disabled, using the last report.\n\n"); else { gen_power(powbuf, save); pow_time = time(NULL); power_generated = 1; } } } if (player->argp[i]) { if (player->argp[i][0] == 'c') { snxtitem(&ni, EF_NATION, player->argp[i + 1]); while (nxtitem(&ni, &nat)) { if (nat.nat_stat != STAT_ACTIVE) continue; targets[nat.nat_cnum] = 1; } use_targets = 1; } else num = atoi(player->argp[i]); } if (num < 0) { if (!player->god) return RET_SYN; num = -num; no_numbers = 1; } if (!power_generated) { pow_time = ef_mtime(EF_POWER); snxtitem_all(&ni, EF_POWER); if (!nxtitem(&ni, &powbuf[0])) { pr("Power for this game has not been built yet.%s\n", opt_AUTO_POWER ? "" : " Type 'power new' to build it."); return RET_FAIL; } for (i = 1; i < MAXNOC; i++) { if (!nxtitem(&ni, &powbuf[i])) { CANT_REACH(); memset(&powbuf[i], 0, sizeof(powbuf[i])); } } } pr(" - = [ Empire Power Report ] = -\n"); pr(" as of %s\n sects eff civ", ctime(&pow_time)); pr(" mil shell gun pet iron dust oil pln ship unit money\n"); for (i = 1; i < MAXNOC && num > 0; i++) { if (opt_HIDDEN) { if (!player->god && powbuf[i].p_nation != player->cnum) continue; } if (use_targets && !targets[powbuf[i].p_nation]) continue; if (!use_targets && powbuf[i].p_power <= 0.0) continue; prpower(cname(powbuf[i].p_nation), &powbuf[i], powbuf[i].p_nation != player->cnum && !player->god); if (player->god && !no_numbers) pr("%9.2f\n", powbuf[i].p_power); num--; } if (!opt_HIDDEN || player->god) { pr(" ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n"); prpower("worldwide", &powbuf[0], !player->god); pr("\n"); } return RET_OK; } static void prpower(char *name, struct powstr *pow, int round_flag) { pr("%9.9s", name); out5(pow->p_sects, 5, round_flag); if (pow->p_sects) pr("%4.0f%%", pow->p_effic / pow->p_sects); else pr(" 0%%"); out5(pow->p_civil, 50, round_flag); out5(pow->p_milit, 50, round_flag); out5(pow->p_shell, 25, round_flag); out5(pow->p_guns, 5, round_flag); out5(pow->p_petrol, 50, round_flag); out5(pow->p_iron, 50, round_flag); out5(pow->p_dust, 50, round_flag); out5(pow->p_oil, 50, round_flag); out5(pow->p_planes, 10, round_flag); out5(pow->p_ships, 10, round_flag); out5(pow->p_units, 10, round_flag); out5(pow->p_money, 5000, round_flag); pr("\n"); } static void out5(double value, int round_val, int round_flag) { double aval; if (value > round_val && round_flag) value = (int)(value / round_val + 0.5) * round_val; aval = fabs(value); if (aval < 1000.) pr("%4.0f ", value); else if (aval < 9.95e3) pr("%4.1fK", value / 1e3); else if (aval < 999.5e3) pr("%4.0fK", value / 1e3); else if (aval < 9.95e6) pr("%4.1fM", value / 1e6); else if (aval < 999.5e6) pr("%4.0fM", value / 1e6); else pr("%4.0fG", value / 1e9); } void update_power(void) { struct powstr powbuf[MAXNOC]; gen_power(powbuf, 1); } static void gen_power(struct powstr *powbuf, int save) { float *f_ptr; float *f_pt2; struct powstr *pow; int i; struct sctstr sect; struct plnstr plane; struct shpstr ship; struct lndstr land; struct nstr_item ni; struct nstr_sect ns; struct natstr *natp; float f; player->btused += 10; memset(powbuf, 0, MAXNOC * sizeof(*powbuf)); snxtsct_all(&ns); while (nxtsct(&ns, §)) { if (sect.sct_own == 0) continue; pow = &powbuf[sect.sct_own]; pow->p_sects += 1.0; pow->p_effic += sect.sct_effic; addtopow(sect.sct_item, pow); } snxtitem_all(&ni, EF_LAND); while (nxtitem(&ni, &land)) { if (land.lnd_own == 0) continue; pow = &powbuf[land.lnd_own]; addtopow(land.lnd_item, pow); f = (lchr[(int)land.lnd_type].l_lcm / 10.0) * (land.lnd_effic / 100.0); f += (lchr[(int)land.lnd_type].l_hcm / 10.0) * (land.lnd_effic / 100.0); pow->p_power += f * 2; if (!(lchr[(int)land.lnd_type].l_flags & L_SPY)) pow->p_units += 1.0; } snxtitem_all(&ni, EF_SHIP); while (nxtitem(&ni, &ship)) { if (ship.shp_own == 0) continue; pow = &powbuf[ship.shp_own]; addtopow(ship.shp_item, pow); f = (mchr[(int)ship.shp_type].m_lcm / 10.0) * (ship.shp_effic / 100.0); f += (mchr[(int)ship.shp_type].m_hcm / 10.0) * (ship.shp_effic / 100.0); pow->p_power += f * 2; pow->p_ships += 1.0; } snxtitem_all(&ni, EF_PLANE); while (nxtitem(&ni, &plane)) { if (plane.pln_own == 0) continue; pow = &powbuf[plane.pln_own]; pow->p_planes += 1.0; natp = getnatp(plane.pln_own); pow->p_power += 20 * (plane.pln_effic / 100.0) * (natp->nat_level[NAT_TLEV] / 500.0); } for (i = 1; NULL != (natp = getnatp(i)); i++) { pow = &powbuf[i]; pow->p_nation = i; if (natp->nat_stat != STAT_ACTIVE) { pow->p_power = 0.; continue; } pow->p_money = natp->nat_money; pow->p_power += pow->p_money / 100.; pow->p_power += pow->p_petrol / 500.0; pow->p_power += (pow->p_civil + pow->p_milit) / 10.0; pow->p_power += pow->p_shell / 12.5; pow->p_power += pow->p_iron / 100.0; pow->p_power += pow->p_dust / 5 + pow->p_oil / 10 + pow->p_bars; pow->p_power += pow->p_guns / 2.5; if (pow->p_sects > 0) pow->p_power += pow->p_sects * (pow->p_effic / pow->p_sects / 100.0) * 10.0; pow->p_power *= MAX(1.0, natp->nat_level[NAT_TLEV] / 500.0); /* ack. add this vec to the "world power" element */ f_pt2 = &powbuf[0].p_sects; f_ptr = &pow->p_sects; while (f_ptr <= &pow->p_power) { *f_pt2 += *f_ptr; f_pt2++; f_ptr++; } } for (i = 1; i < MAXNOC; i++) { struct natstr *np; int maxpop; if (opt_RES_POP) { np = getnatp(i); maxpop = max_population(np->nat_level[NAT_RLEV], SCT_MINE, 0); powbuf[i].p_power *= 1.0 + maxpop / 10000.0; } } qsort(&powbuf[1], MAXNOC - 1, sizeof(*powbuf), powcmp); if (!save) return; for (i = 0; i < MAXNOC; i++) putpower(i, &powbuf[i]); #ifdef _WIN32 /* * At least some versions of Windows fail to update mtime on * write(), they delay it until the write actually hits the disk. * Bad, because `power' displays that time. Force it. */ fsync(empfile[EF_POWER].fd); #endif } static int powcmp(const void *a, const void *b) { const struct powstr *p1 = a; const struct powstr *p2 = b; if (p1->p_power > p2->p_power) return -1; if (p1->p_power < p2->p_power) return 1; return 0; } static void addtopow(short *vec, 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; }