Why upgrade? I'm not a lawyer, but here's my take on the differences to version 2: * Software patents: better protection against abuse of patents to prevent users from exercising the rights under the GPL. I doubt we'll get hit with a patent suit, but it's a good move just on general principles. * License compatibility: compatible with more free licenses, i.e. can "steal" more free software for use in Empire. I don't expect to steal much, but it's nice to have the option. * Definition of "source code": modernization of some details for today's networked world, to make it easier to distribute the software. Not really relevant to us now, as we normally distribute full source code. * Tivoization: this is about putting GPL-licensed software in hardware, then make the hardware refuse to run modified software. "Neat" trick to effectively deny its users their rights under the GPL. Abuse was "pioneered" by TiVo (popular digital video recorders). GPLv3 forbids it. Unlikely to become a problem for us. * Internationalization: more careful wording, to harden the license outside the US. The lawyers tell us it better be done that way. * License violations: friendlier way to deal with license violations. This has come out of past experience enforcing the GPL. * Additional permissions: Probably not relevant to us. Also include myself in the list of principal authors.
358 lines
9.3 KiB
C
358 lines
9.3 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* powe.c: Do a power report
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*
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* Known contributors to this file:
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* Dave Pare
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* Ken Stevens, 1995
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* Steve McClure, 1998-2000
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* Markus Armbruster, 2004-2009
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* Ron Koenderink, 2005-2008
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*/
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#include <config.h>
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#include <unistd.h>
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#include <math.h>
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#include "commands.h"
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#include "item.h"
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#include "land.h"
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#include "optlist.h"
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#include "plane.h"
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#include "power.h"
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#include "ship.h"
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static void prpower(char *, struct powstr *, int);
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static void out5(double, int, int);
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static void gen_power(struct powstr *, int);
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static int powcmp(const void *, const void *);
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static void addtopow(short *, struct powstr *);
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int
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powe(void)
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{
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struct natstr *natp;
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int i;
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time_t pow_time;
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struct nstr_item ni;
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int save = 1;
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int num = MAXNOC;
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int power_generated = 0;
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struct natstr nat;
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struct powstr powbuf[MAXNOC];
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int targets[MAXNOC];
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int use_targets = 0;
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int no_numbers = 0;
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memset(targets, 0, sizeof(targets));
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i = 1;
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if (player->argp[1]) {
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switch (player->argp[1][0]) {
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case 'u':
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if (player->god)
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save = 0;
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/* fall through */
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case 'n':
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i++;
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natp = getnatp(player->cnum);
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if (natp->nat_btu < 1)
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pr("\n Insufficient BTUs, using the last report.\n\n");
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else if (opt_AUTO_POWER && save)
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pr("\n power new is disabled, using the last report.\n\n");
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else {
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gen_power(powbuf, save);
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pow_time = time(NULL);
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power_generated = 1;
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}
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}
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}
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if (player->argp[i]) {
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if (player->argp[i][0] == 'c') {
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if (!snxtitem(&ni, EF_NATION, player->argp[i + 1], NULL))
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return RET_SYN;
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while (nxtitem(&ni, &nat)) {
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if (nat.nat_stat == STAT_UNUSED)
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continue;
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if (!player->god && nat.nat_stat != STAT_ACTIVE)
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continue;
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targets[nat.nat_cnum] = 1;
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}
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use_targets = 1;
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} else
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num = atoi(player->argp[i]);
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}
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if (num < 0) {
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if (!player->god)
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return RET_SYN;
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num = -num;
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no_numbers = 1;
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}
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if (!power_generated) {
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pow_time = ef_mtime(EF_POWER);
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snxtitem_all(&ni, EF_POWER);
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if (!nxtitem(&ni, &powbuf[0])) {
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pr("Power for this game has not been built yet.%s\n",
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opt_AUTO_POWER ? "" : " Type 'power new' to build it.");
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return RET_FAIL;
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}
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for (i = 1; i < MAXNOC; i++) {
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if (!nxtitem(&ni, &powbuf[i])) {
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CANT_REACH();
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memset(&powbuf[i], 0, sizeof(powbuf[i]));
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}
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}
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}
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pr(" - = [ Empire Power Report ] = -\n");
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pr(" as of %s\n sects eff civ", ctime(&pow_time));
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pr(" mil shell gun pet iron dust oil pln ship unit money\n");
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for (i = 1; i < MAXNOC && num > 0; i++) {
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if (opt_HIDDEN) {
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if (!player->god && powbuf[i].p_nation != player->cnum)
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continue;
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}
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if (use_targets && !targets[powbuf[i].p_nation])
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continue;
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if (!use_targets && powbuf[i].p_power <= 0.0)
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continue;
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prpower(cname(powbuf[i].p_nation), &powbuf[i],
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powbuf[i].p_nation != player->cnum && !player->god);
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if (player->god && !no_numbers)
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pr("%9.2f\n", powbuf[i].p_power);
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num--;
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}
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if (!opt_HIDDEN || player->god) {
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pr(" ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n");
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prpower("worldwide", &powbuf[0], !player->god);
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pr("\n");
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}
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return RET_OK;
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}
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static void
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prpower(char *name, struct powstr *pow, int round_flag)
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{
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pr("%9.9s", name);
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out5(pow->p_sects, 5, round_flag);
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if (pow->p_sects)
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pr("%4.0f%%", pow->p_effic / pow->p_sects);
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else
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pr(" 0%%");
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out5(pow->p_civil, 50, round_flag);
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out5(pow->p_milit, 50, round_flag);
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out5(pow->p_shell, 25, round_flag);
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out5(pow->p_guns, 5, round_flag);
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out5(pow->p_petrol, 50, round_flag);
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out5(pow->p_iron, 50, round_flag);
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out5(pow->p_dust, 50, round_flag);
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out5(pow->p_oil, 50, round_flag);
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out5(pow->p_planes, 10, round_flag);
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out5(pow->p_ships, 10, round_flag);
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out5(pow->p_units, 10, round_flag);
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out5(pow->p_money, 5000, round_flag);
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pr("\n");
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}
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static void
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out5(double value, int round_val, int round_flag)
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{
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double aval;
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if (value > round_val && round_flag)
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value = (int)(value / round_val + 0.5) * round_val;
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aval = fabs(value);
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if (aval < 1000.)
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pr("%4.0f ", value);
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else if (aval < 9.95e3)
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pr("%4.1fK", value / 1e3);
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else if (aval < 999.5e3)
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pr("%4.0fK", value / 1e3);
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else if (aval < 9.95e6)
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pr("%4.1fM", value / 1e6);
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else if (aval < 999.5e6)
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pr("%4.0fM", value / 1e6);
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else
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pr("%4.0fG", value / 1e9);
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}
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void
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update_power(void)
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{
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struct powstr powbuf[MAXNOC];
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gen_power(powbuf, 1);
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}
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static void
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gen_power(struct powstr *powbuf, int save)
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{
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float *f_ptr;
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float *f_pt2;
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struct powstr *pow;
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int i;
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struct sctstr sect;
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struct plnstr plane;
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struct shpstr ship;
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struct lndstr land;
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struct nstr_item ni;
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struct nstr_sect ns;
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struct natstr *natp;
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float f;
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player->btused += 10;
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memset(powbuf, 0, MAXNOC * sizeof(*powbuf));
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snxtsct_all(&ns);
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while (nxtsct(&ns, §)) {
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if (sect.sct_own == 0)
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continue;
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pow = &powbuf[sect.sct_own];
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pow->p_sects += 1.0;
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pow->p_effic += sect.sct_effic;
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addtopow(sect.sct_item, pow);
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}
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snxtitem_all(&ni, EF_LAND);
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while (nxtitem(&ni, &land)) {
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if (land.lnd_own == 0)
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continue;
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pow = &powbuf[land.lnd_own];
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addtopow(land.lnd_item, pow);
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f = (lchr[(int)land.lnd_type].l_lcm / 10.0) * (land.lnd_effic / 100.0);
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f += (lchr[(int)land.lnd_type].l_hcm / 10.0) * (land.lnd_effic / 100.0);
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pow->p_power += f * 2;
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if (!(lchr[(int)land.lnd_type].l_flags & L_SPY))
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pow->p_units += 1.0;
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}
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snxtitem_all(&ni, EF_SHIP);
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while (nxtitem(&ni, &ship)) {
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if (ship.shp_own == 0)
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continue;
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pow = &powbuf[ship.shp_own];
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addtopow(ship.shp_item, pow);
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f = (mchr[(int)ship.shp_type].m_lcm / 10.0) * (ship.shp_effic / 100.0);
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f += (mchr[(int)ship.shp_type].m_hcm / 10.0) * (ship.shp_effic / 100.0);
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pow->p_power += f * 2;
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pow->p_ships += 1.0;
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}
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snxtitem_all(&ni, EF_PLANE);
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while (nxtitem(&ni, &plane)) {
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if (plane.pln_own == 0)
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continue;
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pow = &powbuf[plane.pln_own];
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pow->p_planes += 1.0;
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natp = getnatp(plane.pln_own);
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pow->p_power += 20 * (plane.pln_effic / 100.0) *
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(natp->nat_level[NAT_TLEV] / 500.0);
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}
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for (i = 1; NULL != (natp = getnatp(i)); i++) {
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pow = &powbuf[i];
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pow->p_nation = i;
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if (natp->nat_stat != STAT_ACTIVE) {
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pow->p_power = 0.;
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continue;
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}
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pow->p_money = natp->nat_money;
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pow->p_power += pow->p_money / 100.;
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pow->p_power += pow->p_petrol / 500.0;
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pow->p_power += (pow->p_civil + pow->p_milit) / 10.0;
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pow->p_power += pow->p_shell / 12.5;
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pow->p_power += pow->p_iron / 100.0;
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pow->p_power += pow->p_dust / 5 + pow->p_oil / 10 + pow->p_bars;
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pow->p_power += pow->p_guns / 2.5;
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if (pow->p_sects > 0)
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pow->p_power += pow->p_sects
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* (pow->p_effic / pow->p_sects / 100.0)
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* 10.0;
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pow->p_power *= MAX(1.0, natp->nat_level[NAT_TLEV]) / 500.0;
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/* ack. add this vec to the "world power" element */
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f_pt2 = &powbuf[0].p_sects;
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f_ptr = &pow->p_sects;
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while (f_ptr <= &pow->p_power) {
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*f_pt2 += *f_ptr;
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f_pt2++;
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f_ptr++;
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}
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}
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for (i = 1; i < MAXNOC; i++) {
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struct natstr *np;
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int maxpop;
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if (opt_RES_POP) {
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np = getnatp(i);
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maxpop = max_population(np->nat_level[NAT_RLEV], SCT_MINE, 0);
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powbuf[i].p_power *= 1.0 + maxpop / 10000.0;
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}
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}
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qsort(&powbuf[1], MAXNOC - 1, sizeof(*powbuf), powcmp);
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if (!save)
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return;
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for (i = 0; i < MAXNOC; i++)
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putpower(i, &powbuf[i]);
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#ifdef _WIN32
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/*
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* At least some versions of Windows fail to update mtime on
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* write(), they delay it until the write actually hits the disk.
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* Bad, because `power' displays that time. Force it.
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*/
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_commit(empfile[EF_POWER].fd);
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#endif
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}
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static int
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powcmp(const void *a, const void *b)
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{
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const struct powstr *p1 = a;
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const struct powstr *p2 = b;
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if (p1->p_power > p2->p_power)
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return -1;
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if (p1->p_power < p2->p_power)
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return 1;
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return 0;
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}
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static void
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addtopow(short *vec, struct powstr *pow)
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{
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pow->p_civil += vec[I_CIVIL];
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pow->p_milit += vec[I_MILIT];
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pow->p_shell += vec[I_SHELL];
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pow->p_guns += vec[I_GUN];
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pow->p_petrol += vec[I_PETROL];
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pow->p_iron += vec[I_IRON];
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pow->p_dust += vec[I_DUST];
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pow->p_food += vec[I_FOOD];
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pow->p_oil += vec[I_OIL];
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pow->p_bars += vec[I_BAR];
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pow->p_power += vec[I_LCM] / 10.0;
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pow->p_power += vec[I_HCM] / 5.0;
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}
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