Building sectors can make you rate *lower* on the power chart, because the power factor treats all sectors the same, regardless of build materials and cost. To avoid that, replace the term efficiency / 10.0 by (power value of materials + power value of cost + 9) * efficiency/100.0 The value of ordinary sectors, which take no materials and cost $100, doesn't change. The stock game's fortress is now worth 80% more due to its materials and higher cost. The stock game's wilderness is worth 10% less, because it costs nothing. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
402 lines
10 KiB
C
402 lines
10 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2016, 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, 2004-2016
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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 "nuke.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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static float empobj_power(int, short[], int);
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static float empunit_power(int, int, short[], int);
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static float money_power(int);
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static float power_tech_factor(float);
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static float item_power(short[]);
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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 upower[MAXNOC];
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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 dchrstr *dcp;
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struct plnstr plane;
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struct plchrstr *pcp;
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struct shpstr ship;
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struct mchrstr *mcp;
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struct lndstr land;
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struct lchrstr *lcp;
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struct nukstr nuke;
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struct nchrstr *ncp;
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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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player->btused += 10;
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memset(powbuf, 0, MAXNOC * sizeof(*powbuf));
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memset(upower, 0, sizeof(upower));
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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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dcp = &dchr[sect.sct_type];
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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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pow->p_power += empobj_power(sect.sct_effic,
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dcp->d_mat, dcp->d_cost);
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pow->p_power += sect.sct_effic / 100.0 * 9.0;
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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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lcp = &lchr[land.lnd_type];
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pow = &powbuf[land.lnd_own];
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addtopow(land.lnd_item, pow);
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upower[land.lnd_own] += empunit_power(land.lnd_effic,
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land.lnd_tech,
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lcp->l_mat, lcp->l_cost);
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if (!(lcp->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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mcp = &mchr[ship.shp_type];
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pow = &powbuf[ship.shp_own];
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addtopow(ship.shp_item, pow);
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upower[ship.shp_own] += empunit_power(ship.shp_effic,
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ship.shp_tech,
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mcp->m_mat, mcp->m_cost);
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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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pcp = &plchr[plane.pln_type];
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pow = &powbuf[plane.pln_own];
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upower[plane.pln_own] += empunit_power(plane.pln_effic,
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plane.pln_tech,
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pcp->pl_mat, pcp->pl_cost);
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pow->p_planes += 1.0;
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}
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snxtitem_all(&ni, EF_NUKE);
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while (nxtitem(&ni, &nuke)) {
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if (nuke.nuk_own == 0)
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continue;
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ncp = &nchr[nuke.nuk_type];
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pow = &powbuf[nuke.nuk_own];
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upower[nuke.nuk_own] += empunit_power(nuke.nuk_effic,
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nuke.nuk_tech,
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ncp->n_mat, ncp->n_cost);
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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 += money_power(natp->nat_money);
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pow->p_power *= power_tech_factor(natp->nat_level[NAT_TLEV]);
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pow->p_power += upower[i];
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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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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 p1->p_nation - p2->p_nation;
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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 += item_power(vec);
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}
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static float
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empobj_power(int effic, short mat[], int cost)
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{
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return (item_power(mat) + money_power(cost)) * (effic / 100.0);
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}
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static float
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empunit_power(int effic, int tech, short mat[], int cost)
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{
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return empobj_power(effic, mat, cost) * power_tech_factor(tech);
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}
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static float
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money_power(int money)
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{
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return money / 100.0;
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}
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static float
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power_tech_factor(float tech)
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{
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return (20 + tech) / 500.0;
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}
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static float
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item_power(short item[])
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{
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int pow, i;
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pow = 0;
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for (i = I_NONE + 1; i <= I_MAX; i++)
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pow += item[i] * ichr[i].i_power;
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return pow / 1000.0;
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}
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