/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2021, 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 .
*
* ---
*
* 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.
*
* ---
*
* spy.c: Spy on your neighbors
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1998-2000
* Markus Armbruster, 2005-2013
*/
#include
#include "chance.h"
#include "commands.h"
#include "item.h"
#include "land.h"
#include "map.h"
#include "news.h"
#include "optlist.h"
#include "path.h"
#include "plane.h"
/*
* format: spy
*/
static void spy_report(struct sctstr *sp);
static void prplanes(int, int);
static void prunits(int, int);
static char *player_relstr(natid);
int
c_spy(void)
{
natid own;
enum relations relat;
coord x, y;
coord nx, ny;
int military;
int btucost;
int i;
unsigned char *bitmap;
int nrecon;
struct nstr_sect nstr;
struct nstr_item ni;
struct natstr *natp;
struct sctstr from;
struct sctstr dsect;
struct lndstr land;
int changed = 0;
int nsects;
/*
* first arg should be the range of sectors
*/
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
nsects = (nstr.range.width + 1) * nstr.range.height / 2;
btucost = (nsects / 40) + 1;
natp = getnatp(player->cnum);
if (natp->nat_btu < btucost) {
pr("You don't have the BTUs for spying on that scale!\n");
return RET_FAIL;
}
bitmap = calloc((WORLD_SZ() + 7) / 8, 1);
if (!bitmap) {
logerror("malloc failed in do_look\n");
pr("Memory error. Tell the deity.\n");
return RET_FAIL;
}
pr("SPY report\n");
prdate();
pr(" old sct rd rl def\n");
pr(" sect de own own eff eff eff eff civ mil shl gun pet food bars\n");
while (nxtsct(&nstr, &from)) {
if (!player->owner && !player->god)
continue;
military = from.sct_item[I_MILIT];
if (military == 0)
continue;
x = from.sct_x;
y = from.sct_y;
nrecon = 0;
snxtitem_xy(&ni, EF_LAND, x, y);
while (nxtitem(&ni, &land)) {
if (lchr[(int)land.lnd_type].l_flags & L_RECON)
nrecon++;
}
/* Print out the units/planes in this sector */
prunits(x, y);
prplanes(x, y);
/*
* check the neighboring sectors.
*/
for (i = 1; i <= 6; i++) {
if (military == 0)
break;
nx = x + diroff[i][0];
ny = y + diroff[i][1];
if (emp_getbit(nx, ny, bitmap))
continue; /* spied already */
getsect(nx, ny, &dsect);
if (player->owner || dsect.sct_type == SCT_WATER)
continue;
own = dsect.sct_own;
relat = relations_with(own, player->cnum);
if (relat <= NEUTRAL
&& chance(dsect.sct_item[I_MILIT] / 200.0)) {
/* spy caught */
if (relat == NEUTRAL) {
/* deport spy */
pr("Spy deported from %s\n",
xyas(nx, ny, player->cnum));
if (own != 0)
wu(0, own, "%s spy deported from %s\n",
prnat(natp), xyas(nx, ny, own));
} else {
/* execute spy */
pr("BANG!! A spy was shot in %s\n",
xyas(nx, ny, player->cnum));
military--;
if (own != 0)
wu(0, own, "%s spy caught in %s\n",
prnat(natp), xyas(nx, ny, own));
nreport(player->cnum, N_SPY_SHOT, own, 1);
}
if (opt_HIDDEN)
setcont(own, player->cnum, FOUND_SPY);
if (!nrecon) /* unless you have a recon unit */
continue; /* no report from caught spy */
}
/* spy report */
emp_setbit(nx, ny, bitmap);
spy_report(&dsect);
changed += map_set(player->cnum, dsect.sct_x, dsect.sct_y,
dchr[dsect.sct_type].d_mnem, 0);
if (opt_HIDDEN)
setcont(player->cnum, own, FOUND_SPY);
}
/* subtract any military if necessary */
if (from.sct_item[I_MILIT] != military) {
from.sct_item[I_MILIT] = military;
putsect(&from);
}
}
if (changed)
writemap(player->cnum);
player->btused += btucost;
free(bitmap);
return RET_OK;
}
static void
spy_report(struct sctstr *sp)
{
prxy("%4d,%-4d", sp->sct_x, sp->sct_y);
pr(" %c%c %3d %3d %3d %3d %3d %3d %4d %4d %4d %3d %4d %4d %4d\n",
dchr[sp->sct_type].d_mnem,
sp->sct_newtype == sp->sct_type ? ' ' : dchr[sp->sct_newtype].d_mnem,
sp->sct_own,
sp->sct_oldown,
roundintby((int)sp->sct_effic, 10),
roundintby((int)sp->sct_road, 10),
opt_RAILWAYS ? !!sct_rail_track(sp) : roundintby(sp->sct_rail, 10),
roundintby((int)sp->sct_defense, 10),
roundintby(sp->sct_item[I_CIVIL], 10),
roundintby(sp->sct_item[I_MILIT], 10),
roundintby(sp->sct_item[I_SHELL], 10),
roundintby(sp->sct_item[I_GUN], 10),
roundintby(sp->sct_item[I_PETROL], 10),
roundintby(sp->sct_item[I_FOOD], 10),
roundintby(sp->sct_item[I_BAR], 10));
prunits(sp->sct_x, sp->sct_y);
prplanes(sp->sct_x, sp->sct_y);
}
static void
prunits(int x, int y)
{
struct lndstr land;
struct nstr_item ni;
char report[128];
snxtitem_xy(&ni, EF_LAND, x, y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == player->cnum || land.lnd_own == 0)
continue;
if (land.lnd_ship >= 0 || land.lnd_land >= 0)
continue;
/* Don't always see spies */
if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
continue;
}
sprintf(report, "%s (%s) unit in %s: ",
player_relstr(land.lnd_own),
cname(land.lnd_own),
xyas(land.lnd_x, land.lnd_y, player->cnum));
intelligence_report(player->cnum, &land, 3, report);
}
}
static void
prplanes(int x, int y)
{
struct plnstr plane;
struct nstr_item ni;
snxtitem_xy(&ni, EF_PLANE, x, y);
while (nxtitem(&ni, &plane)) {
if (plane.pln_own == player->cnum || plane.pln_own == 0)
continue;
if (plane.pln_ship >= 0 || plane.pln_land >= 0)
continue;
if (plane.pln_flags & PLN_LAUNCHED)
continue;
pr("%s (%s) plane in %s: %s\n",
player_relstr(plane.pln_own),
cname(plane.pln_own),
xyas(plane.pln_x, plane.pln_y, player->cnum),
prplane(&plane));
}
}
static char *
player_relstr(natid them)
{
enum relations rel = relations_with(player->cnum, them);
if (rel == ALLIED)
return "Allied";
if (rel >= NEUTRAL)
return "Neutral";
return "Enemy";
}