forked from github/server
151 lines
4.6 KiB
C
151 lines
4.6 KiB
C
#include <platform.h>
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#include "lighthouse.h"
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#include <kernel/config.h>
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#include <kernel/building.h>
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#include <kernel/faction.h>
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#include <kernel/plane.h>
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#include <kernel/region.h>
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#include <kernel/terrain.h>
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#include <kernel/unit.h>
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#include <util/log.h>
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#include <util/attrib.h>
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#include <assert.h>
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#include <math.h>
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attrib_type at_lighthouse = {
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"lighthouse"
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/* Rest ist NULL; tempor<6F>res, nicht alterndes Attribut */
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};
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/* update_lighthouse: call this function whenever the size of a lighthouse changes
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* it adds temporary markers to the surrounding regions.
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* The existence of markers says nothing about the quality of the observer in
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* the lighthouse, for this may change more frequently.
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*/
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void update_lighthouse(building * lh)
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{
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if (is_building_type(lh->type, "lighthouse")) {
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region *r = lh->region;
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r->flags |= RF_LIGHTHOUSE;
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if (lh->size > 0) {
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int d = (int)log10(lh->size) + 1;
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int x;
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for (x = -d; x <= d; ++x) {
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int y;
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for (y = -d; y <= d; ++y) {
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attrib *a;
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region *r2;
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int px = r->x + x, py = r->y + y;
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pnormalize(&px, &py, rplane(r));
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r2 = findregion(px, py);
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if (!r2 || !fval(r2->terrain, SEA_REGION))
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continue;
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if (distance(r, r2) > d)
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continue;
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a = a_find(r2->attribs, &at_lighthouse);
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while (a && a->type == &at_lighthouse) {
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building *b = (building *)a->data.v;
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if (b == lh)
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break;
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a = a->next;
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}
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if (!a) {
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a = a_add(&r2->attribs, a_new(&at_lighthouse));
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a->data.v = (void *)lh;
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}
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}
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}
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}
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}
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}
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int lighthouse_range(const building * b, const faction * f)
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{
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int d = 0;
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if (fval(b, BLD_MAINTAINED) && b->size >= 10) {
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int maxd = (int)log10(b->size) + 1;
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if (skill_enabled(SK_PERCEPTION)) {
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region *r = b->region;
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int c = 0;
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int cap = buildingcapacity(b);
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unit *u, *uown = building_owner(b);
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for (u = r->units; u; u = u->next) {
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if (u->building == b || u == uown) {
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c += u->number;
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if (c > cap) {
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break;
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}
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else if (f == NULL || u->faction == f) {
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int sk = effskill(u, SK_PERCEPTION, 0) / 3;
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d = MAX(d, sk);
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d = MIN(maxd, d);
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if (d == maxd)
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break;
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}
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}
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else if (c)
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break; /* first unit that's no longer in the house ends the search */
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}
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}
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else {
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/* E3A rule: no perception req'd */
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return maxd;
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}
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}
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return d;
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}
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bool check_leuchtturm(region * r, faction * f)
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{
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attrib *a;
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if (!fval(r->terrain, SEA_REGION)) {
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return false;
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}
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for (a = a_find(r->attribs, &at_lighthouse); a && a->type == &at_lighthouse;
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a = a->next) {
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building *b = (building *)a->data.v;
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assert(is_building_type(b->type, "lighthouse"));
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if (fval(b, BLD_MAINTAINED) && b->size >= 10) {
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int maxd = (int)log10(b->size) + 1;
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if (skill_enabled(SK_PERCEPTION) && f) {
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region *r2 = b->region;
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unit *u;
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int c = 0;
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int d = 0;
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for (u = r2->units; u; u = u->next) {
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if (u->building == b) {
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c += u->number;
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if (c > buildingcapacity(b))
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break;
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if (u->faction == f) {
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if (!d)
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d = distance(r, r2);
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if (maxd < d)
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break;
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if (effskill(u, SK_PERCEPTION, 0) >= d * 3)
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return true;
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}
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}
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else if (c)
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break; /* first unit that's no longer in the house ends the search */
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}
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}
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else {
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/* E3A rule: no perception req'd */
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return true;
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}
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}
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}
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return false;
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}
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