empserver/src/lib/commands/stre.c
Markus Armbruster bae3f5447e Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-07-02 17:45:44 +02:00

156 lines
3.9 KiB
C

/*
* 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 <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.
*
* ---
*
* stre.c: Calculate military strengths of sectors
*
* Known contributors to this file:
* Ken Stevens, 1995
* Markus Armbruster, 2004-2010
*/
#include <config.h>
#include "combat.h"
#include "commands.h"
#include "land.h"
#include "ship.h"
static double units_in_sector(struct combat *def);
static void stre_hdr(void);
int
stre(void)
{
struct sctstr sect;
int nsect = 0;
struct nstr_sect nstr;
double dtotal, r_total, eff;
struct combat def[1];
int dummy;
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
prdate();
nsect = 0;
att_combat_init(def, EF_SECTOR);
while (nxtsct(&nstr, &sect)) {
if (!player->owner)
continue;
if (nsect++ == 0)
stre_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("%4d%%", sect.sct_effic);
def->x = nstr.x;
def->y = nstr.y;
def->set = 0;
att_get_combat(def, 1);
if (def->mil)
pr("%5d", def->mil);
else
pr("%5s", "");
dtotal = units_in_sector(def);
if (dtotal > 0)
pr("%7d", (int)dtotal);
else
pr("%7s", "");
if (def->sct_type != SCT_MOUNT)
r_total = att_reacting_units(def, NULL, 0, &dummy, 9999999);
else
r_total = 0.0;
def->own = 0;
eff = att_combat_eff(def);
if (sect.sct_own == sect.sct_oldown || player->god) {
if (SCT_LANDMINES(&sect) > 0) {
pr("%7d", sect.sct_mines);
eff *= (1.0 + MIN(sect.sct_mines, 20) * 0.02);
} else
pr("%7s", "");
} else {
pr("%7s", "?");
}
pr("%6.2f", eff);
pr("%9d", (int)((dtotal + def->mil) * eff));
if (r_total > 0)
pr(" %9d", (int)(r_total * eff));
else
pr(" %9s", "");
pr("%9d\n", (int)((dtotal + def->mil + r_total) * eff));
/*
* This command is quite compute intensive. Yield the
* processor after every sector, to keep the game responsive
* for other players.
*/
empth_yield();
}
if (!nsect) {
if (player->argp[1])
pr("%s: No sector(s)\n", player->argp[1]);
else
pr("%s: No sector(s)\n", "");
return RET_FAIL;
} else
pr("%d sector%s\n", nsect, splur(nsect));
return 0;
}
static double
units_in_sector(struct combat *def)
{
double d_unit;
double dtotal = 0.0;
struct nstr_item ni;
struct lndstr land;
snxtitem_xy(&ni, EF_LAND, def->x, def->y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == 0)
continue;
if (land.lnd_own != def->own)
continue;
if (land.lnd_ship >= 0 || land.lnd_land >= 0)
continue;
d_unit = defense_val(&land);
if (!lnd_could_be_supplied(&land))
d_unit /= 2.0;
dtotal += d_unit;
}
return dtotal;
}
static void
stre_hdr(void)
{
if (player->god)
pr(" ");
pr("DEFENSE STRENGTH land sect sector reacting total\n");
if (player->god)
pr("own ");
pr(" sect eff mil units mines mult defense units defense\n");
}