#include #include "lighthouse.h" #include #include #include #include #include #include #include #include #include #include #include attrib_type at_lighthouse = { "lighthouse" /* Rest ist NULL; tempor�res, nicht alterndes Attribut */ }; /* update_lighthouse: call this function whenever the size of a lighthouse changes * it adds temporary markers to the surrounding regions. * The existence of markers says nothing about the quality of the observer in * the lighthouse, for this may change more frequently. */ void update_lighthouse(building * lh) { if (is_building_type(lh->type, "lighthouse")) { region *r = lh->region; r->flags |= RF_LIGHTHOUSE; if (lh->size > 0) { int d = (int)log10(lh->size) + 1; int x; for (x = -d; x <= d; ++x) { int y; for (y = -d; y <= d; ++y) { attrib *a; region *r2; int px = r->x + x, py = r->y + y; pnormalize(&px, &py, rplane(r)); r2 = findregion(px, py); if (!r2 || !fval(r2->terrain, SEA_REGION)) continue; if (distance(r, r2) > d) continue; a = a_find(r2->attribs, &at_lighthouse); while (a && a->type == &at_lighthouse) { building *b = (building *)a->data.v; if (b == lh) break; a = a->next; } if (!a) { a = a_add(&r2->attribs, a_new(&at_lighthouse)); a->data.v = (void *)lh; } } } } } } int lighthouse_range(const building * b, const faction * f) { int d = 0; if (fval(b, BLD_MAINTAINED) && b->size >= 10) { int maxd = (int)log10(b->size) + 1; if (skill_enabled(SK_PERCEPTION)) { region *r = b->region; int c = 0; int cap = buildingcapacity(b); unit *u, *uown = building_owner(b); for (u = r->units; u; u = u->next) { if (u->building == b || u == uown) { c += u->number; if (c > cap) { break; } else if (f == NULL || u->faction == f) { int sk = effskill(u, SK_PERCEPTION, 0) / 3; d = MAX(d, sk); d = MIN(maxd, d); if (d == maxd) break; } } else if (c) break; /* first unit that's no longer in the house ends the search */ } } else { /* E3A rule: no perception req'd */ return maxd; } } return d; } bool check_leuchtturm(region * r, faction * f) { attrib *a; if (!fval(r->terrain, SEA_REGION)) { return false; } for (a = a_find(r->attribs, &at_lighthouse); a && a->type == &at_lighthouse; a = a->next) { building *b = (building *)a->data.v; assert(is_building_type(b->type, "lighthouse")); if (fval(b, BLD_MAINTAINED) && b->size >= 10) { int maxd = (int)log10(b->size) + 1; if (skill_enabled(SK_PERCEPTION) && f) { region *r2 = b->region; unit *u; int c = 0; int d = 0; for (u = r2->units; u; u = u->next) { if (u->building == b) { c += u->number; if (c > buildingcapacity(b)) break; if (u->faction == f) { if (!d) d = distance(r, r2); if (maxd < d) break; if (effskill(u, SK_PERCEPTION, 0) >= d * 3) return true; } } else if (c) break; /* first unit that's no longer in the house ends the search */ } } else { /* E3A rule: no perception req'd */ return true; } } } return false; }