/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * 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.
*
* ---
*
* Steve McClure, 1998-2000
*/
+#include <config.h>
+
#include "misc.h"
#include "player.h"
-#include "var.h"
#include "sect.h"
#include "item.h"
#include "nat.h"
#include "xy.h"
#include "nsc.h"
-#include "nuke.h"
#include "news.h"
#include "path.h"
#include "file.h"
int i;
coord *table; /* sectors already seen */
int t_len = 0;
- int vec[I_MAX + 1];
- int dvec[I_MAX + 1];
int nrecon;
int nunits;
struct nstr_sect nstr;
* set up all the goodies we need later
* 6 = neighbors, 2 = x,y
*/
- table = (coord *)malloc((nsects + 1) * 6 * 2 * sizeof(coord));
+ table = malloc((nsects + 1) * 6 * 2 * sizeof(coord));
memset(table, 0, (nsects + 1) * 6 * 2 * sizeof(coord));
pr("SPY report\n");
prdate();
while (nxtsct(&nstr, &from)) {
if (!player->owner && !player->god)
continue;
- getvec(VT_ITEM, vec, (s_char *)&from, EF_SECTOR);
nrecon = 0;
nunits = 0;
snxtitem_xy(&ni, EF_LAND, from.sct_x, from.sct_y);
- while (nxtitem(&ni, (s_char *)&land)) {
+ while (nxtitem(&ni, &land)) {
nunits++;
if (lchr[(int)land.lnd_type].l_flags & L_RECON)
nrecon++;
}
- if ((military = vec[I_MILIT]) == 0 && (nunits == 0))
+ if ((military = from.sct_item[I_MILIT]) == 0 && (nunits == 0))
continue;
x = from.sct_x;
y = from.sct_y;
continue;
}
getsect(nx, ny, &dsect);
- getvec(VT_ITEM, dvec, (s_char *)&dsect, EF_SECTOR);
- if (player->owner || (dsect.sct_type == SCT_WATER) ||
- (!dvec[I_MILIT] && !dvec[I_CIVIL] &&
- (num_units(nx, ny) == 0))) {
+ if (player->owner
+ || (dsect.sct_type == SCT_WATER)
+ || (!dsect.sct_item[I_MILIT] && !dsect.sct_item[I_CIVIL]
+ && num_units(nx, ny) == 0)) {
/* mark sector as seen */
insert(table, &t_len, nx, ny);
continue;
}
/* catch spy N/200 chance, N = # military */
- caught = chance((double)dvec[I_MILIT] / 200.0);
+ caught = chance((double)dsect.sct_item[I_MILIT] / 200.0);
own = dsect.sct_own;
/* determine spyee relations with spyer */
relat = getrel(getnatp(own), player->cnum);
wu(0, own, "%s (#%d) spy deported from %s\n",
cname(player->cnum), player->cnum,
xyas(nx, ny, own));
+ if (opt_HIDDEN)
+ setcont(own, player->cnum, FOUND_SPY);
} else if (relat < NEUTRAL && caught) {
- /* at-war with spy-ee */
+ /* hostile spy-ee */
pr("BANG!! A spy was shot in %s\n",
xyas(nx, ny, player->cnum));
military--;
cname(player->cnum), player->cnum,
xyas(nx, ny, own));
nreport(player->cnum, N_SPY_SHOT, own, 1);
+ if (opt_HIDDEN)
+ setcont(own, player->cnum, FOUND_SPY);
} else {
insert(table, &t_len, nx, ny);
spyline(&dsect);
dchr[dsect.sct_type].d_mnem, 0);
prunits(dsect.sct_x, dsect.sct_y);
prplanes(dsect.sct_x, dsect.sct_y);
- if (opt_HIDDEN) {
+ if (opt_HIDDEN)
setcont(player->cnum, own, FOUND_SPY);
- }
}
/*
* If you have a recon unit, it'll
if ((savemil != military) && (savemil > 0)) {
if ((military < 0) || (military > savemil))
military = 0;
- vec[I_MILIT] = military;
- putvec(VT_ITEM, vec, (s_char *)&from, EF_SECTOR);
+ from.sct_item[I_MILIT] = military;
putsect(&from);
}
}
if (changed)
writemap(player->cnum);
player->btused += btucost;
- free((s_char *)table);
+ free(table);
return RET_OK;
}
static void
spyline(struct sctstr *sp)
{
- int vec[I_MAX + 1];
-
- getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
prxy("%4d,%-4d", sp->sct_x, sp->sct_y, player->cnum);
pr(" %c%c %3d %3d %3d %3d %3d %3d %4d %4d %4d %3d %4d %4d %4d %3d %3d\n",
dchr[sp->sct_type].d_mnem,
roundintby((int)sp->sct_road, 10),
roundintby((int)sp->sct_rail, 10),
roundintby((int)sp->sct_defense, 10),
- roundintby(vec[I_CIVIL], 10),
- roundintby(vec[I_MILIT], 10),
- roundintby(vec[I_SHELL], 10),
- roundintby(vec[I_GUN], 10),
- roundintby(vec[I_PETROL], 10),
- roundintby(vec[I_FOOD], 10),
- roundintby(vec[I_BAR], 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),
count_sect_units(sp),
count_sect_planes(sp));
}
int n = 0;
snxtitem_xy(&ni, EF_LAND, x, y);
- while (nxtitem(&ni, (s_char *)&land)) {
+ while (nxtitem(&ni, &land)) {
if ((land.lnd_own == player->cnum) || (land.lnd_own == 0))
continue;
if (land.lnd_ship >= 0 || land.lnd_land >= 0)
s_char report[128];
snxtitem_xy(&ni, EF_LAND, x, y);
- while (nxtitem(&ni, (s_char *)&land)) {
+ while (nxtitem(&ni, &land)) {
if (land.lnd_own == player->cnum || land.lnd_own == 0)
continue;
if (land.lnd_ship >= 0 || land.lnd_land >= 0)
s_char report[128];
snxtitem_xy(&ni, EF_PLANE, x, y);
- while (nxtitem(&ni, (s_char *)&plane)) {
+ while (nxtitem(&ni, &plane)) {
if (plane.pln_own == player->cnum || plane.pln_own == 0)
continue;
if (plane.pln_ship >= 0 || plane.pln_land >= 0)