empserver/src/lib/commands/powe.c

440 lines
12 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
* related information and legal notices. It is expected that any 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
*/
#include <string.h>
#include "misc.h"
#include "player.h"
#include "var.h"
#include "sect.h"
#include "nat.h"
#include "ship.h"
#include "land.h"
#include "nuke.h"
#include "power.h"
#include "item.h"
#include "deity.h"
#include "plane.h"
#include "xy.h"
#include "nsc.h"
#include "file.h"
#include "optlist.h"
#include "commands.h"
#include <fcntl.h>
struct powsort {
float powval;
natid cnum;
};
static void addtopow(register int *vec, register struct powstr *pow);
static void gen_power(void);
static void out5(double value, int round_val, int round_flag);
static int powcmp(struct powsort *p1, struct powsort *p2);
static int set_target(s_char *, int *);
int
powe(void)
{
struct natstr *natp;
struct natstr *natp2;
int round_flag;
time_t pow_time;
struct nstr_item ni;
struct powstr pow;
int num;
int power_generated = 0;
int targets[MAXNOC];
int use_targets = 0;
int got_targets = 0;
int no_numbers = 0;
s_char *p;
memset(targets, 0, sizeof(targets));
natp = getnatp(player->cnum);
num = MAXNOC;
if (player->argp[1] && player->argp[1][0] == 'n') {
if (natp->nat_btu < 1)
pr("\n Insufficient BTUs, using the last report.\n\n");
else {
gen_power();
power_generated = 1;
if (player->argp[2] && (num = atoi(player->argp[2])) < 0) {
num = MAXNOC;
if (player->god)
no_numbers = 1;
else
return RET_SYN;
}
}
} else if (player->argp[1] && player->argp[1][0] == 'c') {
if (!player->argp[2])
return RET_SYN;
if (strchr(player->argp[2], '/')) {
p = strtok(player->argp[2], "/");
do {
got_targets |= set_target(p, targets);
} while (NULL != (p = strtok(0, "/")));
} else {
got_targets |= set_target(player->argp[2], targets);
}
use_targets = 1;
} else if (player->argp[1] && (num = atoi(player->argp[1])) < 0) {
num = -(num);
if (num > MAXNOC || num < 0)
num = MAXNOC;
if (player->god)
no_numbers = 1;
else
return RET_SYN;
}
if (use_targets && !got_targets)
return RET_FAIL;
if (!power_generated) {
snxtitem_all(&ni, EF_POWER);
if (!nxtitem(&ni, (s_char *)&pow)) {
pr("Power for this game has not been built yet. Type 'power new' to build it.\n");
return RET_FAIL;
}
}
pr(" - = [ Empire Power Report ] = -\n");
pow_time = ef_mtime(EF_POWER);
pr(" as of %s\n sects eff civ", ctime(&pow_time));
pr(" mil shell gun pet iron dust oil pln ship unit money\n");
snxtitem_all(&ni, EF_POWER);
while ((nxtitem(&ni, (s_char *)&pow)) && num > 0) {
if (pow.p_nation == 0 || pow.p_power <= 0.0)
continue;
if (opt_HIDDEN) {
if (!player->god && pow.p_nation != player->cnum)
continue;
}
natp2 = getnatp(pow.p_nation);
if (natp2->nat_stat & STAT_GOD)
continue;
if (use_targets && !targets[pow.p_nation])
continue;
if (pow.p_nation != player->cnum && player->cnum != 0)
round_flag = 1;
else
round_flag = 0;
num--;
pr("%9.9s", cname(pow.p_nation));
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");
if (player->god != 0 && !no_numbers)
pr("%9.2f\n", pow.p_power);
}
if (((player->god != 0) && opt_HIDDEN) || !opt_HIDDEN) {
pr(" ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n");
getpower(0, &pow);
pr("worldwide");
out5(pow.p_sects, 5, 1);
pr("%4.0f%%", pow.p_effic / (pow.p_sects + 0.1));
out5(pow.p_civil, 50, 1);
out5(pow.p_milit, 50, 1);
out5(pow.p_shell, 25, 1);
out5(pow.p_guns, 5, 1);
out5(pow.p_petrol, 50, 1);
out5(pow.p_iron, 50, 1);
out5(pow.p_dust, 50, 1);
out5(pow.p_oil, 50, 1);
out5(pow.p_planes, 10, 1);
out5(pow.p_ships, 10, 1);
out5(pow.p_units, 10, 1);
out5(pow.p_money, 5000, 1);
pr("\n");
}
return RET_OK;
}
static void
out5(double value, int round_val, int round_flag)
{
if (value > round_val && round_flag)
value = (int)(value / round_val + 0.5) * round_val;
if (value < -995000.)
pr("%4.0fM", value / 1e6);
else if (value < -9950.)
pr("%4.0fK", value / 1000.);
else if (value < -999.)
pr("%4.1fK", value / 1000.);
else if (value < 1000.)
pr("%4.0f ", value);
else if (value < 10000.)
pr("%4.1fK", value / 1000.);
else if (value < 1e6)
pr("%4.0fK", value / 1000.);
else if (value < 1e7)
pr("%4.1fM", value / 1e6);
else if (value >= 1e9)
pr("%4.0fG", value / 1e9);
else
pr("%4.0fM", value / 1e6);
}
static void
gen_power(void)
{
float *f_ptr;
float *f_pt2;
register struct powstr *pow;
register int i;
struct sctstr sect;
struct plnstr plane;
struct shpstr ship;
struct lndstr land;
struct powstr powbuf[MAXNOC];
struct nstr_item ni;
struct nstr_sect ns;
int vec[I_MAX + 1];
struct powsort order[MAXNOC];
struct natstr *natp;
float f;
player->btused += powe_cost;
memset(powbuf, 0, sizeof(powbuf));
snxtsct_all(&ns);
while (nxtsct(&ns, &sect)) {
if (sect.sct_own == 0)
continue;
pow = &powbuf[sect.sct_own];
pow->p_sects += 1.0;
pow->p_effic += sect.sct_effic;
getvec(VT_ITEM, vec, (s_char *)&sect, EF_SECTOR);
addtopow(vec, pow);
}
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, (s_char *)&land)) {
if (land.lnd_own == 0)
continue;
pow = &powbuf[land.lnd_own];
getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
addtopow(vec, pow);
if (opt_NEWPOWER == 0) {
pow->p_power += lchr[(int)land.lnd_type].l_lcm / 10.0;
pow->p_power += lchr[(int)land.lnd_type].l_hcm / 5.0;
} else { /* old power */
f = ((float)(lchr[(int)land.lnd_type].l_lcm / 10.0)) *
((float)land.lnd_effic) / 100.0;
f += ((float)(lchr[(int)land.lnd_type].l_hcm / 10.0)) *
((float)land.lnd_effic / 100.0);
pow->p_power += f * 2;
} /* end NEWPOWER */
pow->p_units += 1.0;
}
snxtitem_all(&ni, EF_SHIP);
while (nxtitem(&ni, (s_char *)&ship)) {
if (ship.shp_own == 0)
continue;
pow = &powbuf[ship.shp_own];
getvec(VT_ITEM, vec, (s_char *)&ship, EF_SHIP);
addtopow(vec, pow);
if (opt_NEWPOWER == 0) {
pow->p_power += mchr[(int)ship.shp_type].m_lcm / 10.0;
pow->p_power += mchr[(int)ship.shp_type].m_hcm / 5.0;
} else { /* old power formula */
f = ((float)(mchr[(int)ship.shp_type].m_lcm / 10.0)) *
((float)ship.shp_effic) / 100.0;
f += ((float)(mchr[(int)ship.shp_type].m_hcm / 10.0)) *
((float)ship.shp_effic / 100.0);
pow->p_power += f * 2;
} /* end NEWPOWER */
pow->p_ships += 1.0;
}
snxtitem_all(&ni, EF_PLANE);
while (nxtitem(&ni, (s_char *)&plane)) {
if (plane.pln_own == 0)
continue;
pow = &powbuf[plane.pln_own];
pow->p_planes += 1.0;
if (opt_NEWPOWER == 0)
pow->p_power += plane.pln_effic / 100.0;
else { /* old POWER */
natp = getnatp(plane.pln_own);
pow->p_power += 20 * (plane.pln_effic / 100.0) *
(natp->nat_level[NAT_TLEV] / 500.0);
} /* end old POWER */
}
for (i = 1; NULL != (natp = getnatp(i)); i++) {
pow = &powbuf[i];
pow->p_nation = i;
if ((natp->nat_stat & STAT_INUSE) == 0 ||
(natp->nat_stat & STAT_NORM) == 0) {
pow->p_power = 0.;
continue;
}
if (opt_NEWPOWER && (natp->nat_stat & STAT_GOD)) {
pow->p_power = 0.;
continue;
}
pow->p_money = natp->nat_money;
pow->p_power += pow->p_money / 100.;
pow->p_power += pow->p_petrol / (opt_NEWPOWER ? 500.0 : 50.0);
if (opt_NEWPOWER == 0) {
pow->p_power += (pow->p_civil + pow->p_milit +
pow->p_shell) / 10.;
pow->p_power += (pow->p_iron + pow->p_dust +
pow->p_effic + pow->p_oil) / 10.;
pow->p_power += (pow->p_guns + pow->p_effic) / 3.;
pow->p_power += pow->p_ships;
pow->p_power += pow->p_sects * 3.0;
pow->p_power += pow->p_planes * 5.0;
} else { /* new POWER format */
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;
if (natp->nat_level[NAT_TLEV] > 0.0)
pow->p_power = pow->p_power *
(((float)natp->nat_level[NAT_TLEV]) / 500.0);
else
pow->p_power = pow->p_power * (1.0 / 500.0);
} /* end new POWER */
/* 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;
float f = 1.0;
if (opt_RES_POP) {
np = getnatp(i);
maxpop = max_pop(np->nat_level[NAT_RLEV], 0);
f = 1.0 + (((float)maxpop) / 10000.0);
}
powbuf[i].p_power *= f;
order[i].powval = powbuf[i].p_power;
order[i].cnum = i;
}
qsort((s_char *)&order[1], MAXNOC - 1, sizeof(*order),
(qsort_func_t)powcmp);
putpower(0, &powbuf[0]);
for (i = 1; i < MAXNOC; i++) {
putpower(i, &powbuf[order[i].cnum]);
}
}
static int
powcmp(struct powsort *p1, struct powsort *p2)
{
if (p1->powval > p2->powval)
return -1;
if (p1->powval < p2->powval)
return 1;
return 0;
}
static void
addtopow(register int *vec, register 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;
}
static int
set_target(s_char *p, int *targets)
{
int target;
struct natstr *natp;
if (!p)
return 0;
if (isdigit(*p))
target = atoi(p);
else
target = cnumb(p);
if (target > 0 && target < MAXNOC && (natp = getnatp(target))) {
if (natp->nat_stat & STAT_GOD) {
pr("Country #%d is a deity country\n", target);
} else if (!(natp->nat_stat & STAT_INUSE)) {
pr("Country #%d is not in use\n", target);
} else if (!(natp->nat_stat & STAT_NORM)) {
pr("Country #%d is not a normal country\n", target);
} else {
targets[target] = 1;
return 1;
}
} else
pr("Bad country: \'%s\'\n", p);
return 0;
}