/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2016, 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.
*
* ---
*
* powe.c: Do a power report
*
* Known contributors to this file:
* Dave Pare
* Ken Stevens, 1995
* Steve McClure, 1998-2000
* Markus Armbruster, 2004-2016
* Ron Koenderink, 2005-2008
*/
#include
#include
#include
#include "commands.h"
#include "item.h"
#include "land.h"
#include "nuke.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 *);
static float empobj_power(int, short[], int);
static float empunit_power(int, int, short[], int);
static float money_power(int);
static float power_tech_factor(float);
static float item_power(short[]);
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') {
if (!snxtitem(&ni, EF_NATION, player->argp[i + 1], NULL))
return RET_SYN;
while (nxtitem(&ni, &nat)) {
if (nat.nat_stat == STAT_UNUSED)
continue;
if (!player->god && 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 upower[MAXNOC];
float *f_ptr;
float *f_pt2;
struct powstr *pow;
int i;
struct sctstr sect;
struct dchrstr *dcp;
struct plnstr plane;
struct plchrstr *pcp;
struct shpstr ship;
struct mchrstr *mcp;
struct lndstr land;
struct lchrstr *lcp;
struct nukstr nuke;
struct nchrstr *ncp;
struct nstr_item ni;
struct nstr_sect ns;
struct natstr *natp;
player->btused += 10;
memset(powbuf, 0, MAXNOC * sizeof(*powbuf));
memset(upower, 0, sizeof(upower));
snxtsct_all(&ns);
while (nxtsct(&ns, §)) {
if (sect.sct_own == 0)
continue;
dcp = &dchr[sect.sct_type];
pow = &powbuf[sect.sct_own];
pow->p_sects += 1.0;
pow->p_effic += sect.sct_effic;
addtopow(sect.sct_item, pow);
pow->p_power += empobj_power(sect.sct_effic,
dcp->d_mat, dcp->d_cost);
pow->p_power += sect.sct_effic / 100.0 * 9.0;
}
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == 0)
continue;
lcp = &lchr[land.lnd_type];
pow = &powbuf[land.lnd_own];
addtopow(land.lnd_item, pow);
upower[land.lnd_own] += empunit_power(land.lnd_effic,
land.lnd_tech,
lcp->l_mat, lcp->l_cost);
if (!(lcp->l_flags & L_SPY))
pow->p_units += 1.0;
}
snxtitem_all(&ni, EF_SHIP);
while (nxtitem(&ni, &ship)) {
if (ship.shp_own == 0)
continue;
mcp = &mchr[ship.shp_type];
pow = &powbuf[ship.shp_own];
addtopow(ship.shp_item, pow);
upower[ship.shp_own] += empunit_power(ship.shp_effic,
ship.shp_tech,
mcp->m_mat, mcp->m_cost);
pow->p_ships += 1.0;
}
snxtitem_all(&ni, EF_PLANE);
while (nxtitem(&ni, &plane)) {
if (plane.pln_own == 0)
continue;
pcp = &plchr[plane.pln_type];
pow = &powbuf[plane.pln_own];
upower[plane.pln_own] += empunit_power(plane.pln_effic,
plane.pln_tech,
pcp->pl_mat, pcp->pl_cost);
pow->p_planes += 1.0;
}
snxtitem_all(&ni, EF_NUKE);
while (nxtitem(&ni, &nuke)) {
if (nuke.nuk_own == 0)
continue;
ncp = &nchr[nuke.nuk_type];
pow = &powbuf[nuke.nuk_own];
upower[nuke.nuk_own] += empunit_power(nuke.nuk_effic,
nuke.nuk_tech,
ncp->n_mat, ncp->n_cost);
}
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 += money_power(natp->nat_money);
pow->p_power *= power_tech_factor(natp->nat_level[NAT_TLEV]);
pow->p_power += upower[i];
/* 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++;
}
}
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.
*/
_commit(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 p1->p_nation - p2->p_nation;
}
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 += item_power(vec);
}
static float
empobj_power(int effic, short mat[], int cost)
{
return (item_power(mat) + money_power(cost)) * (effic / 100.0);
}
static float
empunit_power(int effic, int tech, short mat[], int cost)
{
return empobj_power(effic, mat, cost) * power_tech_factor(tech);
}
static float
money_power(int money)
{
return money / 100.0;
}
static float
power_tech_factor(float tech)
{
return (20 + tech) / 500.0;
}
static float
item_power(short item[])
{
int pow, i;
pow = 0;
for (i = I_NONE + 1; i <= I_MAX; i++)
pow += item[i] * ichr[i].i_power;
return pow / 1000.0;
}