/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * 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 2 of the License, or
+ * 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,
* 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* ---
*
* look.c: Lookout from a ship or land unit
- *
+ *
* Known contributors to this file:
- *
+ * Ron Koenderink, 2006-2007
*/
#include <config.h>
-#include "misc.h"
-#include "player.h"
-#include "xy.h"
-#include "sect.h"
-#include "ship.h"
-#include "land.h"
-#include "plane.h"
-#include "nsc.h"
-#include "nat.h"
-#include "path.h"
-#include "file.h"
-#include <fcntl.h>
#include "commands.h"
+#include "empobj.h"
+#include "map.h"
#include "optlist.h"
+#include "path.h"
static void look_ship(struct shpstr *lookship);
static void look_land(struct lndstr *lookland);
int
look(void)
+{
+ return do_look(EF_SHIP);
+}
+
+int
+llook(void)
+{
+ return do_look(EF_LAND);
+}
+
+int
+do_look(int type)
{
int i;
struct nstr_item ni;
- struct shpstr myship;
+ union empobj_storage unit;
struct sctstr sect;
int x, y;
- int civ;
- int mil;
unsigned char *bitmap;
int changed = 0;
- if (!snxtitem(&ni, EF_SHIP, player->argp[1]))
+ if (CANT_HAPPEN(type != EF_LAND && type != EF_SHIP))
+ type = EF_SHIP;
+
+ if (!snxtitem(&ni, type, player->argp[1], NULL))
return RET_SYN;
- if ((bitmap = malloc((WORLD_X * WORLD_Y) / 8)) == 0) {
- logerror("malloc failed in look\n");
+ 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;
}
- memset(bitmap, 0, (WORLD_X * WORLD_Y) / 8);
- while (nxtitem(&ni, &myship)) {
+ while (nxtitem(&ni, &unit)) {
if (!player->owner)
continue;
- look_ship(&myship);
+ if (type == EF_LAND) {
+ if (unit.land.lnd_ship >= 0)
+ continue;
+ if (unit.land.lnd_land >= 0)
+ continue;
+ /* Spies don't need military to do a "llook". Other
+ units do */
+ if ((unit.land.lnd_item[I_MILIT] <= 0) &&
+ !(lchr[(int)unit.land.lnd_type].l_flags & L_SPY))
+ continue;
+ look_land(&unit.land);
+ } else
+ look_ship(&unit.ship);
for (i = 0; i <= 6; i++) {
- x = diroff[i][0] + myship.shp_x;
- y = diroff[i][1] + myship.shp_y;
+ x = diroff[i][0] + unit.gen.x;
+ y = diroff[i][1] + unit.gen.y;
if (emp_getbit(x, y, bitmap))
continue;
emp_setbit(x, y, bitmap);
getsect(x, y, §);
if (sect.sct_type == SCT_WATER)
continue;
- if (player->owner)
- pr("Your ");
- else
- pr("%s (#%d) ", cname(sect.sct_own), sect.sct_own);
- pr(dchr[sect.sct_type].d_name);
+ look_at_sect(§, 10);
changed += map_set(player->cnum, x, y,
dchr[sect.sct_type].d_mnem, 0);
- pr(" %d%% efficient ", player->owner ? sect.sct_effic :
- roundintby((int)sect.sct_effic, 10));
- civ = sect.sct_item[I_CIVIL];
- mil = sect.sct_item[I_MILIT];
- if (civ)
- pr("with %s%d civ ", player->owner ? "" : "approx ",
- player->owner ? civ : roundintby(civ, 10));
- if (mil)
- pr("with %s%d mil ", player->owner ? "" : "approx ",
- player->owner ? mil : roundintby(mil, 10));
- pr("@ %s\n", xyas(x, y, player->cnum));
if (opt_HIDDEN) {
setcont(player->cnum, sect.sct_own, FOUND_LOOK);
}
return RET_OK;
}
+void look_at_sect(struct sctstr *sp, int mult)
+{
+ int civ, mil;
+ int ours = player->god || sp->sct_own == player->cnum;
+
+ if (sp->sct_own == player->cnum)
+ pr("Your ");
+ else
+ pr("%s (#%d) ", cname(sp->sct_own), sp->sct_own);
+ pr("%s", dchr[sp->sct_type].d_name);
+ pr(" %d%% efficient ",
+ ours ? sp->sct_effic : roundintby(sp->sct_effic, mult));
+ civ = sp->sct_item[I_CIVIL];
+ mil = sp->sct_item[I_MILIT];
+ if (civ)
+ pr("with %s%d civ ",
+ ours ? "" : "approx ",
+ ours ? civ : roundintby(civ, mult));
+ if (mil)
+ pr("with %s%d mil ",
+ ours ? "" : "approx ",
+ ours ? mil : roundintby(mil, mult));
+ pr("@ %s\n", xyas(sp->sct_x, sp->sct_y, player->cnum));
+}
+
static void
look_ship(struct shpstr *lookship)
{
int dist;
range = (int)techfact(lookship->shp_tech,
- (double)mchr[(int)lookship->shp_type].m_vrnge);
+ mchr[(int)lookship->shp_type].m_vrnge);
range = range * (lookship->shp_effic / 100.0);
smcp = &mchr[(int)lookship->shp_type];
if (smcp->m_flags & M_SUB)
continue;
tmcp = &mchr[(int)sp->shp_type];
if (smcp->m_flags & M_SUB)
- vrange = (int)(sp->shp_visib * range / 30.0);
+ vrange = (int)(shp_visib(sp) * range / 30.0);
else
- vrange = (int)(sp->shp_visib * range / 20.0);
+ vrange = (int)(shp_visib(sp) * range / 20.0);
getsect(sp->shp_x, sp->shp_y, §);
if (sect.sct_type != SCT_WATER)
vrange = MAX(1, vrange);
}
}
-int
-llook(void)
-{
- int i;
- struct nstr_item ni;
- struct lndstr myland;
- struct sctstr sect;
- int x, y;
- int civ;
- int mil;
- unsigned char *bitmap;
- int changed = 0;
-
- if (!snxtitem(&ni, EF_LAND, player->argp[1]))
- return RET_SYN;
- if ((bitmap = malloc((WORLD_X * WORLD_Y) / 8)) == 0) {
- logerror("malloc failed in llook\n");
- pr("Memory error. Tell the deity.\n");
- return RET_FAIL;
- }
- memset(bitmap, 0, (WORLD_X * WORLD_Y) / 8);
- while (nxtitem(&ni, &myland)) {
- if (!player->owner)
- continue;
- if (myland.lnd_ship >= 0)
- continue;
- if (myland.lnd_land >= 0)
- continue;
- /* Spies don't need military to do a "llook". Other
- units do */
- if ((lnd_getmil(&myland) <= 0) &&
- !(lchr[(int)myland.lnd_type].l_flags & L_SPY))
- continue;
- look_land(&myland);
- for (i = 0; i <= 6; i++) {
- x = diroff[i][0] + myland.lnd_x;
- y = diroff[i][1] + myland.lnd_y;
- if (emp_getbit(x, y, bitmap))
- continue;
- emp_setbit(x, y, bitmap);
- getsect(x, y, §);
- if (sect.sct_type == SCT_WATER)
- continue;
- if (player->owner)
- pr("Your ");
- else
- pr("%s (#%d) ", cname(sect.sct_own), sect.sct_own);
- pr(dchr[sect.sct_type].d_name);
- changed += map_set(player->cnum, x, y,
- dchr[sect.sct_type].d_mnem, 0);
- pr(" %d%% efficient ", player->owner ? sect.sct_effic :
- roundintby((int)sect.sct_effic, 10));
- civ = sect.sct_item[I_CIVIL];
- mil = sect.sct_item[I_MILIT];
- if (civ)
- pr("with %s%d civ ", player->owner ? "" :
- "approx ", player->owner ? civ : roundintby(civ, 10));
- if (mil)
- pr("with %s%d mil ", player->owner ? "" :
- "approx ", player->owner ? mil : roundintby(mil, 10));
- pr("@ %s\n", xyas(x, y, player->cnum));
- if (opt_HIDDEN) {
- setcont(player->cnum, sect.sct_own, FOUND_LOOK);
- }
- }
- }
- if (changed)
- writemap(player->cnum);
- free(bitmap);
- return RET_OK;
-}
-
static void
look_land(struct lndstr *lookland)
{
int i;
int dist;
- drange = techfact(lookland->lnd_tech, (double)lookland->lnd_spy);
- drange = (drange * ((double)lookland->lnd_effic / 100.0));
+ drange = techfact(lookland->lnd_tech, lchr[lookland->lnd_type].l_spy);
+ drange *= lookland->lnd_effic / 100.0;
range = ldround(drange, 1);
if (range == 0)
for (i = 0; NULL != (lp = getlandp(i)); i++) {
if (lp->lnd_own == player->cnum || lp->lnd_own == 0)
continue;
- if (lp->lnd_ship >= 0)
+ if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
continue;
/* Don't always see spies */
if (lchr[(int)lp->lnd_type].l_flags & L_SPY) {
if (!(chance(LND_SPY_DETECT_CHANCE(lp->lnd_effic))))
continue;
}
- vrange = ldround((double)((lp->lnd_vis * range) / 20.0), 1);
+ vrange = ldround((lnd_vis(lp) * range) / 20.0, 1);
dist = mapdist(lp->lnd_x, lp->lnd_y,
lookland->lnd_x, lookland->lnd_y);
if (dist > vrange)
pr("%s (#%d) %s (approx %d mil) @ %s\n",
cname(lp->lnd_own), lp->lnd_own,
- prland(lp), ldround((double)total_mil(lp), 20),
+ prland(lp), roundintby(lp->lnd_item[I_MILIT], 20),
xyas(lp->lnd_x, lp->lnd_y, player->cnum));
if (opt_HIDDEN)
setcont(player->cnum, lp->lnd_own, FOUND_LOOK);
for (i = 0; NULL != (pp = getplanep(i)); i++) {
if (pp->pln_own == player->cnum || pp->pln_own == 0)
continue;
- if (pp->pln_ship >= 0)
+ if (pp->pln_ship >= 0 || pp->pln_land >= 0)
continue;
if (pp->pln_flags & PLN_LAUNCHED)
continue;
- vrange = ldround((double)((10 * range) / 20.0), 1);
+ vrange = ldround((10 * range) / 20.0, 1);
dist = mapdist(pp->pln_x, pp->pln_y,
lookland->lnd_x, lookland->lnd_y);
if (dist > vrange)