void GenerateEncounterCount (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j, k, l;

	//	Options

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(CONSTLIT("noLogo"));
	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	//	Additional columns

	TArray<CString> Cols;
	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("count"))
				&& !strEquals(sAttrib, CONSTLIT("encountercount")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	Generate systems for multiple games

	TSortMap<CString, SNodeDesc> NodeTable;

	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		//	Initialize the game

		CString sError;
		if (Universe.InitGame(0, &sError) != NOERROR)
			{
			printf("%s\n", sError.GetASCIIZPointer());
			return;
			}

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);
			if (pNode->IsEndGame())
				continue;

			//	Create the system

			CSystem *pSystem;
			if (Universe.CreateStarSystem(pNode, &pSystem) != NOERROR)
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Create a sort string for this system

			CString sSort = strPatternSubst(CONSTLIT("%02d-%s"), pSystem->GetLevel(), pNode->GetID());

			//	Get the table

			bool bNew;
			SNodeDesc *pResult = NodeTable.SetAt(sSort, &bNew);
			if (bNew)
				{
				pResult->iLevel = pNode->GetLevel();
				pResult->sNodeID = pNode->GetID();
				}

			//	Accumulate data

			AddSystemData(pSystem, bAll, pResult);

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Header

	printf("Level\tNode\tSystemType\tCategory\tSovereign\tEncounter\tCount");
	for (i = 0; i < Cols.GetCount(); i++)
		printf("\t%s", Cols[i].GetASCIIZPointer());
	printf("\n");

	//	Output all rows

	for (i = 0; i < NodeTable.GetCount(); i++)
		{
		for (j = 0; j < NodeTable[i].Table.GetCount(); j++)
			{
			CCountTable &Encounters = NodeTable[i].Table[j];

			for (k = 0; k < Encounters.GetCount(); k++)
				{
				int iCount = Encounters[k] / iSystemSample;
				int iCountFrac = 1000 * (Encounters[k] % iSystemSample) / iSystemSample;
				CStationType *pEncounterType = Universe.FindStationType(Encounters.GetKey(k));
				if (pEncounterType == NULL)
					continue;

				CSovereign *pSovereign = pEncounterType->GetControllingSovereign();
				CString sSovereign = (pSovereign ? pSovereign->GetTypeName() : CONSTLIT("(Unknown)"));

				printf("%d\t%s\t0x%08x\t%s\t%s\t%s\t%d.%03d",
						NodeTable[i].iLevel,
						NodeTable[i].sNodeID.GetASCIIZPointer(),
						NodeTable[i].Table.GetKey(j),
						pEncounterType->GetDataField(CONSTLIT("category")).GetASCIIZPointer(),
						sSovereign.GetASCIIZPointer(),
						pEncounterType->GetName().GetASCIIZPointer(),
						iCount,
						iCountFrac);

				for (l = 0; l < Cols.GetCount(); l++)
					{
					CString sValue = pEncounterType->GetDataField(Cols[l]);
					printf("\t%s", sValue.GetASCIIZPointer());
					}

				printf("\n");
				}
			}
		}
	}
void GenerateWeaponEffectChart (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	//	Compute the list of weapons to show, making sure we filter to weapons
	//	and missiles only.

	CItemTypeTable Selection;
	if (!Selection.Filter(pCmdLine->GetAttribute(CRITERIA_ATTRIB))
			|| (Selection.IsAll() && !Selection.Filter(CONSTLIT("wm"))))
		{
		printf("No entries match criteria.\n");
		return;
		}

	Selection.Sort();

	//	Ship to use

	DWORD dwPlatformUNID;
	if (!pCmdLine->FindAttributeInteger(SHIP_UNID_ATTRIB, (int *)&dwPlatformUNID))
		dwPlatformUNID = WEAPON_PLATFORM_UNID;

	//	Compute some metrics

	int iFramesPerItem = 10;
	int cxFrameHorzMargin = 10;
	int cxMaxDistPerTick = (int)(STD_SECONDS_PER_UPDATE * (LIGHT_SECOND / g_KlicksPerPixel));
	int cyFrame = 64;
	int cxFrame = (2 * cxFrameHorzMargin) + (iFramesPerItem * cxMaxDistPerTick);

	int iHitEffectFramesPerItem = 5;
	int cxHitEffect = 128;
	int cyHitEffect = 128;
	
	int cyRowTitle = 20;
	int cyRow = cyRowTitle + Max(ITEM_ICON_HEIGHT, cyFrame * iFramesPerItem);
	int cxRow = ITEM_ICON_WIDTH + cxFrame;

	int iColumns = Max(1, mathSqrt(Selection.GetCount()));
	int iRows = (Selection.GetCount() + (iColumns - 1)) / iColumns;

	int cxImage = cxRow * iColumns;
	int cyImage = cyRow * iRows;

	//	Initialize the output

	COutputChart Output;
	Output.SetContentSize(cxImage, cyImage);
	Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output")));

	//	Initialize fonts

	Output.SetStyleFont(STYLE_TITLE, pCmdLine->GetAttribute(CONSTLIT("font")));
	Output.SetStyleColor(STYLE_TITLE, CG32bitPixel(0xFF, 0xFF, 0xFF));

	//	Prepare the universe

	CSystem *pSystem;
	if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR)
		{
		printf("ERROR: Unable to create empty star system.\n");
		return;
		}

	//	Create a target in the center of the system

	CSpaceObject *pStation;
	CStationType *pTargetType = Universe.FindStationType(TARGET_UNID);
	if (pTargetType == NULL 
			|| pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR)
		{
		printf("ERROR: Unable to create station.\n");
		return;
		}

	//	Create the weapon platform some distance away

	CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID);
	CShip *pPlatform;
	if (pPlatformSovereign == NULL
				|| pSystem->CreateShip(dwPlatformUNID,
					NULL,
					NULL,
					pPlatformSovereign,
					CVector(-5.0 * LIGHT_SECOND, 0.),
					CVector(),
					0,
					NULL,
					NULL,
					&pPlatform) != NOERROR)
		{
		printf("ERROR: Unable to create weapons platform.\n");
		return;
		}

	//	Set the attacker to hold

	IShipController *pController = pPlatform->GetController();
	if (pController == NULL)
		{
		printf("ERROR: No controller for ship.\n");
		return;
		}

	pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData());
	pPlatform->SetControllerEnabled(false);

	//	Install the largest possible reactor on the ship

	CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID);
	if (pReactorType)
		{
		CItem ReactorItem(pReactorType, 1);

		CItemListManipulator ItemList(pPlatform->GetItemList());
		ItemList.AddItem(ReactorItem);
		pPlatform->OnComponentChanged(comCargo);
		pPlatform->ItemsModified();
		pPlatform->InvalidateItemListAddRemove();

		pPlatform->InstallItemAsDevice(ItemList);
		}

	//	Set the POV

	Universe.SetPOV(pStation);
	pSystem->SetPOVLRS(pStation);

	//	Prepare system

	Universe.UpdateExtended();
	Universe.GarbageCollectLibraryBitmaps();
	Universe.StartGame(true);

	//	Output each weapon

	int xOrigin;
	int yOrigin;
	CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin);
	const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE);
	CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE);

	for (i = 0; i < Selection.GetCount(); i++)
		{
		CItemType *pType = Selection.GetItemType(i);

		//	Compute the metrics of this row

		int xRow = xOrigin + (i % iColumns) * cxRow;
		int yRow = yOrigin + (i / iColumns) * cyRow;

		//	Paint the weapon title

		Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40));
		TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase());

		//	Paint the frames

		PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, 
				xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin,
				yRow + cyRowTitle, 
				cxMaxDistPerTick,
				cyFrame);
		}

	//	Done

	Output.Output();
	}