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.
258 lines
5.7 KiB
C
258 lines
5.7 KiB
C
/*
|
|
* 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 <http://www.gnu.org/licenses/>.
|
|
*
|
|
* ---
|
|
*
|
|
* 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 <config.h>
|
|
|
|
#include <math.h>
|
|
#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");
|
|
}
|