2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2010, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * look.c: Lookout from a ship or land unit
30 * Known contributors to this file:
31 * Ron Koenderink, 2006-2007
42 static void look_ship(struct shpstr *lookship);
43 static void look_land(struct lndstr *lookland);
48 return do_look(EF_SHIP);
54 return do_look(EF_LAND);
62 union empobj_storage unit;
65 unsigned char *bitmap;
68 if (CANT_HAPPEN(type != EF_LAND && type != EF_SHIP))
71 if (!snxtitem(&ni, type, player->argp[1], NULL))
73 bitmap = calloc(WORLD_SZ() / 8, 1);
75 logerror("malloc failed in do_look\n");
76 pr("Memory error. Tell the deity.\n");
79 while (nxtitem(&ni, &unit)) {
82 if (type == EF_LAND) {
83 if (unit.land.lnd_ship >= 0)
85 if (unit.land.lnd_land >= 0)
87 /* Spies don't need military to do a "llook". Other
89 if ((unit.land.lnd_item[I_MILIT] <= 0) &&
90 !(lchr[(int)unit.land.lnd_type].l_flags & L_SPY))
92 look_land(&unit.land);
94 look_ship(&unit.ship);
95 for (i = 0; i <= 6; i++) {
96 x = diroff[i][0] + unit.gen.x;
97 y = diroff[i][1] + unit.gen.y;
98 if (emp_getbit(x, y, bitmap))
100 emp_setbit(x, y, bitmap);
101 getsect(x, y, §);
102 if (sect.sct_type == SCT_WATER)
104 look_at_sect(§, 10);
105 changed += map_set(player->cnum, x, y,
106 dchr[sect.sct_type].d_mnem, 0);
108 setcont(player->cnum, sect.sct_own, FOUND_LOOK);
113 writemap(player->cnum);
118 void look_at_sect(struct sctstr *sp, int mult)
121 int ours = player->god || sp->sct_own == player->cnum;
123 if (sp->sct_own == player->cnum)
126 pr("%s (#%d) ", cname(sp->sct_own), sp->sct_own);
127 pr("%s", dchr[sp->sct_type].d_name);
128 pr(" %d%% efficient ",
129 ours ? sp->sct_effic : roundintby(sp->sct_effic, mult));
130 civ = sp->sct_item[I_CIVIL];
131 mil = sp->sct_item[I_MILIT];
134 ours ? "" : "approx ",
135 ours ? civ : roundintby(civ, mult));
138 ours ? "" : "approx ",
139 ours ? mil : roundintby(mil, mult));
140 pr("@ %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
144 look_ship(struct shpstr *lookship)
147 struct mchrstr *smcp;
148 struct mchrstr *tmcp;
155 range = (int)techfact(lookship->shp_tech,
156 mchr[(int)lookship->shp_type].m_vrnge);
157 range = range * (lookship->shp_effic / 100.0);
158 smcp = &mchr[(int)lookship->shp_type];
159 if (smcp->m_flags & M_SUB)
160 range = MIN(range, 1);
161 for (i = 0; NULL != (sp = getshipp(i)); i++) {
162 if (sp->shp_own == player->cnum || sp->shp_own == 0)
164 dist = mapdist(sp->shp_x, sp->shp_y,
165 lookship->shp_x, lookship->shp_y);
166 if (dist > ship_max_interdiction_range)
168 tmcp = &mchr[(int)sp->shp_type];
169 if (smcp->m_flags & M_SUB)
170 vrange = (int)(shp_visib(sp) * range / 30.0);
172 vrange = (int)(shp_visib(sp) * range / 20.0);
173 getsect(sp->shp_x, sp->shp_y, §);
174 if (sect.sct_type != SCT_WATER)
175 vrange = MAX(1, vrange);
178 if (smcp->m_flags & M_SUB) {
179 if (tmcp->m_flags & M_SONAR && dist < 2) {
180 if (sp->shp_own != 0)
182 "%s detected surfacing noises in %s.\n",
184 xyas(lookship->shp_x, lookship->shp_y,
187 if (dist == 0 && (tmcp->m_flags & M_SUB) == 0)
188 if (sp->shp_own != 0)
190 "Periscope spotted in %s by %s\n",
191 xyas(lookship->shp_x, lookship->shp_y,
192 sp->shp_own), prship(sp));
194 /* subs at sea only seen by sonar */
195 if (tmcp->m_flags & M_SUB && sect.sct_type == SCT_WATER)
197 pr("%s (#%d) %s @ %s\n",
198 cname(sp->shp_own), sp->shp_own, prship(sp),
199 xyas(sp->shp_x, sp->shp_y, player->cnum));
201 setcont(player->cnum, sp->shp_own, FOUND_LOOK);
206 look_land(struct lndstr *lookland)
216 drange = techfact(lookland->lnd_tech, lchr[lookland->lnd_type].l_spy);
217 drange *= lookland->lnd_effic / 100.0;
218 range = ldround(drange, 1);
223 for (i = 0; NULL != (lp = getlandp(i)); i++) {
224 if (lp->lnd_own == player->cnum || lp->lnd_own == 0)
226 if (lp->lnd_ship >= 0)
228 /* Don't always see spies */
229 if (lchr[(int)lp->lnd_type].l_flags & L_SPY) {
230 /* If it's on a ship or unit, assume it's hidden
231 enough not to be seen */
232 if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
234 if (!(chance(LND_SPY_DETECT_CHANCE(lp->lnd_effic))))
237 vrange = ldround((lnd_vis(lp) * range) / 20.0, 1);
238 dist = mapdist(lp->lnd_x, lp->lnd_y,
239 lookland->lnd_x, lookland->lnd_y);
243 pr("%s (#%d) %s (approx %d mil) @ %s\n",
244 cname(lp->lnd_own), lp->lnd_own,
245 prland(lp), roundintby(lp->lnd_item[I_MILIT], 20),
246 xyas(lp->lnd_x, lp->lnd_y, player->cnum));
248 setcont(player->cnum, lp->lnd_own, FOUND_LOOK);
250 for (i = 0; NULL != (pp = getplanep(i)); i++) {
251 if (pp->pln_own == player->cnum || pp->pln_own == 0)
253 if (pp->pln_ship >= 0)
255 if (pp->pln_flags & PLN_LAUNCHED)
257 vrange = ldround((10 * range) / 20.0, 1);
258 dist = mapdist(pp->pln_x, pp->pln_y,
259 lookland->lnd_x, lookland->lnd_y);
263 pr("%s (#%d) %s @ %s\n",
264 cname(pp->pln_own), pp->pln_own,
265 prplane(pp), xyas(pp->pln_x, pp->pln_y, player->cnum));
267 setcont(player->cnum, pp->pln_own, FOUND_LOOK);