예제 #1
0
int calcWeatherPilotEffects(MECH * mech)
{
    MAP *map = FindObjectsData(mech->mapindex);
    int onTheGround = 1;
    int mod = 0;

    if (!map)
	return 0;

    onTheGround = (!Jumping(mech) &&
	(MechZ(mech) <= Elevation(map, MechX(mech), MechY(mech))));

    if (onTheGround) {
	if ((MapEffectHvyRain(map) || MapEffectHvySnow(map) ||
		MapEffectHighWinds(map) || MapEffectBlizzard(map)))
	    mod += 1;

	if (MechMove(mech) != MOVE_HOVER) {
	    if (HexHasDeepSnow(map, MechX(mech), MechY(mech)))
		mod += 1;

	    if (HexHasMud(map, MechX(mech), MechY(mech)))
		mod += 1;

	    if (HexHasRapids(map, MechX(mech), MechY(mech)))
		mod += 2;
	}

	return mod;
    }

    return 0;
}
예제 #2
0
파일: ds.bay.c 프로젝트: gtaylor/btmux
static void DS_Place(MECH * ds, MECH * mech, int frombay)
{
	int i;
	int nx, ny;
	MAP *mech_map;

	for(i = 0; i < NUM_BAYS; i++)
		if(AeroBay(ds, i) == frombay)
			break;
	if(i == NUM_BAYS || !(mech_map = getMap(mech->mapindex))) {
		/* i _should_ be set, otherwise things are deeply disturbing */
		mech_notify(mech, MECHALL, "Reality collapse imminent.");
		return;
	}
	i = Find_DS_Bay_Dir(ds, i);
	nx = dirs[(DSBearMod(ds) + i) % 6][0] + MechX(ds);
	ny = dirs[(DSBearMod(ds) + i) % 6][1] + MechY(ds) + KLUDGE(MechX(ds), nx);
	nx = BOUNDED(0, nx, mech_map->map_width - 1);
	ny = BOUNDED(0, ny, mech_map->map_height - 1);

	/* snippage from mech_Rsetxy */
	MechX(mech) = nx;
	MechLastX(mech) = nx;
	MechY(mech) = ny;
	MechLastY(mech) = ny;
	MechZ(mech) = MechZ(ds);
	MechElev(mech) = MechElev(ds);
	MapCoordToRealCoord(MechX(mech), MechY(mech), &MechFX(mech),
						&MechFY(mech));
	MechTerrain(mech) = GetTerrain(mech_map, MechX(mech), MechY(mech));
}
예제 #3
0
파일: debug.c 프로젝트: chazu/btmux
void ShutDownMap(dbref player, dbref mapnumber)
{
	XCODE *xcode_obj;

	MAP *map;
	MECH *mech;
	int j;

	xcode_obj = rb_find(xcode_tree, (void *)mapnumber);
	if (xcode_obj) {
		map = (MAP *)xcode_obj;
		for(j = 0; j < map->first_free; j++)
			if(map->mechsOnMap[j] != -1) {
				mech = getMech(map->mechsOnMap[j]);
				if(mech) {
					notify_printf(player,
								  "Shutting down Mech #%d and resetting map index to -1....",
								  map->mechsOnMap[j]);
					mech_shutdown(GOD, (void *) mech, "");
					MechLastX(mech) = 0;
					MechLastY(mech) = 0;
					MechX(mech) = 0;
					MechY(mech) = 0;
					remove_mech_from_map(map, mech);
				}
			}
		map->first_free = 0;
		notify(player, "Map Cleared");
		return;
	}
}
예제 #4
0
파일: mech.c3.misc.c 프로젝트: chazu/btmux
int mechSeenByNetwork(MECH * mech, MECH * mechTarget, int tIsC3)
{
	int los = TARG_LOS_NONE;
	float range = 0.0;
	int i;
	int networkSize;
	dbref myNetwork[C3_NETWORK_SIZE];
	MECH *otherMech;

	buildTempNetwork(mech, myNetwork, &networkSize, 1, 1, 0, tIsC3);

	if(networkSize == 0)
		return TARG_LOS_NONE;

	for(i = 0; i < networkSize; i++) {
		otherMech = getMechInTempNetwork(i, myNetwork, networkSize);

		if(!otherMech)
			continue;

		if(!Good_obj(otherMech->mynum))
			continue;

		if(otherMech == mechTarget)
			continue;

		range = FaMechRange(otherMech, mechTarget);
		los =
			InLineOfSight(otherMech, mechTarget, MechX(mechTarget),
						  MechY(mechTarget), range);

		if(los) {
			if(!InLineOfSight_NB(otherMech, mechTarget, MechX(mechTarget),
								 MechY(mechTarget), range))
				los = TARG_LOS_SOMETHING;
			else {
				los = TARG_LOS_CLEAR;
				break;
			}
		}
	}

	return los;
}
예제 #5
0
파일: ds.bay.c 프로젝트: gtaylor/btmux
int Find_DS_Bay_In_MechHex(MECH * seer, MECH * ds, long *bayn)
{
	int i;
	int t = DSBearMod(ds);

	for(i = t; i < (t + 6); i++) {

		if(((MechX(ds) + dirs[i % 6][0]) == MechX(seer)) &&
		   ((MechY(ds) + dirs[i % 6][1] + KLUDGE(MechX(ds),
												 MechX(ds) +
												 dirs[i % 6][0])) ==
			MechY(seer))) {
			if((*bayn = Find_DS_Bay_Number(ds, ((i - t + 6) % 6))) >= 0)
				return 1;
			return 0;
		}
	}
	return 0;
}
예제 #6
0
파일: mech.c3.misc.c 프로젝트: chazu/btmux
void showNetworkData(dbref player, MECH * mech, int tIsC3)
{
	int i, bearing;
	MECH *otherMech;
	float range;
	char buff[100];
	char *mech_name;
	char move_type[30];
	int networkSize;
	dbref myNetwork[C3_NETWORK_SIZE];

	notify_printf(player, "%s Network Status:", tIsC3 ? "C3" : "C3i");

	buildTempNetwork(mech, myNetwork, &networkSize, 1, 1, 0, tIsC3);

	for(i = 0; i < networkSize; i++) {
		otherMech = getMechInTempNetwork(i, myNetwork, networkSize);

		if(!otherMech)
			continue;

		if(!Good_obj(otherMech->mynum))
			continue;

		range = FlMechRange(objMap, mech, otherMech);
		bearing =
			FindBearing(MechFX(mech), MechFY(mech), MechFX(otherMech),
						MechFY(otherMech));

		strcpy(move_type, GetMoveTypeID(MechMove(otherMech)));

		mech_name = silly_atr_get(otherMech->mynum, A_MECHNAME);

		sprintf(buff,
				"%%ch%%cy[%s]%c %-12.12s x:%3d y:%3d z:%3d r:%4.1f b:%3d s:%5.1f h:%3d a: %3d i: %3d%%cn",
				MechIDS(otherMech, 1), move_type[0], mech_name,
				MechX(otherMech), MechY(otherMech), MechZ(otherMech), range,
				bearing, MechSpeed(otherMech), MechVFacing(otherMech),
				getRemainingArmorPercent(otherMech),
				getRemainingInternalPercent(otherMech));

		notify(player, buff);

	}

	notify_printf(player, "End %s Network Status", tIsC3 ? "C3" : "C3i");
}
예제 #7
0
파일: ds.bay.c 프로젝트: gtaylor/btmux
static void mech_enterbay_event(MUXEVENT * e)
{
	MECH *mech = (MECH *) e->data, *ds, *tmpm = NULL;
	long ref = (long) e->data2;
	long bayn;
	int x = 5, y = 5;
	MAP *tmpmap;

	if(!Started(mech) || Uncon(mech) || Jumping(mech) ||
	   (MechType(mech) == CLASS_MECH && (Fallen(mech) || Standing(mech))) ||
	   OODing(mech) || (fabs(MechSpeed(mech)) * 5 >= MMaxSpeed(mech) &&
						fabs(MMaxSpeed(mech)) >= MP1)
	   || (MechType(mech) == CLASS_VTOL && AeroFuel(mech) <= 0))
		return;
	tmpmap = getMap(ref);
	if(!(ds = getMech(tmpmap->onmap)))
		return;
	if(!Find_DS_Bay_In_MechHex(mech, ds, &bayn))
		return;
	/* whee */
	ref = AeroBay(ds, bayn);
	StopBSuitSwarmers(FindObjectsData(mech->mapindex), mech, 1);
	mech_notify(mech, MECHALL, "You enter the bay.");
	MechLOSBroadcast(mech, tprintf("has entered %s at %d,%d.",
								   GetMechID(ds), MechX(mech), MechY(mech)));
	MarkForLOSUpdate(mech);
	if(MechType(mech) == CLASS_MW && !In_Character(ref)) {
		enter_mw_bay(mech, ref);
		return;
	}
	if(MechCarrying(mech) > 0)
		tmpm = getMech(MechCarrying(mech));
	mech_Rsetmapindex(GOD, (void *) mech, tprintf("%d", ref));
	mech_Rsetxy(GOD, (void *) mech, tprintf("%d %d", x, y));
	MechLOSBroadcast(mech, "has entered the bay.");
	loud_teleport(mech->mynum, ref);
	if(tmpm) {
		mech_Rsetmapindex(GOD, (void *) tmpm, tprintf("%d", ref));
		mech_Rsetxy(GOD, (void *) tmpm, tprintf("%d %d", x, y));
		loud_teleport(tmpm->mynum, ref);
	}
}
예제 #8
0
/* This is just a 'toy' event */
void mech_lock_event(EVENT * e)
{
    MECH *mech = (MECH *) e->data;
    MAP *map;
    MECH *target;

    if (MechTarget(mech) >= 0) {
	map = getMap(mech->mapindex);
	target = FindObjectsData(MechTarget(mech));
	if (!target)
	    return;
	if (!InLineOfSight(mech, target, MechX(target), MechY(target),
		FlMechRange(map, mech, target)))
	    return;
	mech_notify(mech, MECHALL,
	    tprintf("The sensors acquire a stable lock on %s.",
		GetMechToMechID(mech, target)));
    } else if (MechTargX(mech) >= 0 && MechTargY(mech) >= 0)
	mech_notify(mech, MECHALL,
	    tprintf("The sensors acquire a stable lock on (%d,%d).",
		MechTargX(mech), MechTargY(mech)));

}
예제 #9
0
void setWeatherHeatEffects(MAP * map, MECH * mech)
{
    if (MapEffectHvyRain(map))
	MechMinusHeat(mech) -= 2.;
    else if (MapEffectRain(map))
	MechMinusHeat(mech) -= 1.;

    if (MapEffectBlizzard(map))
	MechMinusHeat(mech) -= 2.;
    else if (MapEffectHvySnow(map))
	MechMinusHeat(mech) -= 1.;

    if (MapTemperature(map) < -30 || MapTemperature(map) > 50) {
	if (MapTemperature(map) < -30)
	    MechMinusHeat(mech) += (-30 - MapTemperature(map) + 9) / 10;
	else
	    MechMinusHeat(mech) -= (MapTemperature(map) - 50 + 9) / 10;
    }

    if (HexHasDeepSnow(map, MechX(mech), MechY(mech))) {
	if (FindLegHeatSinks(mech) > 0)
	    MechMinusHeat(mech) -= 1.;
    }
}
예제 #10
0
파일: ds.bay.c 프로젝트: gtaylor/btmux
void mech_enterbay(dbref player, void *data, char *buffer)
{
	char *args[3];
	int argc;
	dbref ref = -1, bayn = -1;
	MECH *mech = data, *ds;
	MAP *map;

	cch(MECH_USUAL);
	DOCHECK(MechType(mech) == CLASS_VTOL &&
			AeroFuel(mech) <= 0, "You lack fuel to maneuver in!");
	DOCHECK(Jumping(mech), "While in mid-jump? No way.");
	DOCHECK(MechType(mech) == CLASS_MECH && (Fallen(mech) ||
											 Standing(mech)),
			"Crawl inside? I think not. Stand first.");
	DOCHECK(OODing(mech), "While in mid-flight? No way.");
	DOCHECK((argc =
			 mech_parseattributes(buffer, args, 2)) == 2,
			"Hmm, invalid number of arguments?");
	if(argc > 0)
		DOCHECK((ref =
				 FindTargetDBREFFromMapNumber(mech, args[0])) <= 0,
				"Invalid target!");
	if(ref < 0) {
		DOCHECK(!Find_Single_DS_In_MechHex(mech, &ref, &bayn),
				"No DS bay found in your hex!");
		DOCHECK(ref < 0,
				"Multiple enterable things found ; use the id for specifying which you want.");
		DOCHECK(!(ds =
				  getMech(ref)), "You sense wrongness in fabric of space.");
	} else {
		DOCHECK(!(ds =
				  getMech(ref)), "You sense wrongness in fabric of space.");
		DOCHECK(!Find_DS_Bay_In_MechHex(mech, ds, &bayn),
				"You see no bays in your hex.");
	}
	DOCHECK(IsDS(mech)
			&& !(MechSpecials2(mech) & CARRIER_TECH),
			"Your craft can't enter bays.");
	DOCHECK(!DS_Bay_Is_Open(mech, ds, AeroBay(ds, bayn)),
			"The door has been jammed!");
	DOCHECK(IsDS(mech), "Your unit is a bit too large to fit in there.");
	DOCHECK((fabs((float) (MechSpeed(mech) - MechSpeed(ds)))) > MP1,
			"Speed difference's too large to enter!");
	DOCHECK(MechZ(ds) != MechZ(mech),
			"Get to same elevation before thinking about entering!");
	DOCHECK(abs(MechVerticalSpeed(mech) - MechVerticalSpeed(ds)) > 10,
			"Vertical speed difference is too great to enter safely!");
	DOCHECK(MechType(mech) == CLASS_MECH && !MechIsQuad(mech) &&
			(IsMechLegLess(mech)), "Without legs? Are you kidding?");
	ref = AeroBay(ds, bayn);
	map = getMap(ref);

	DOCHECK(!map, "You sense wrongness in fabric of space.");

	DOCHECK(EnteringHangar(mech), "You are already entering the hangar!");
	if(!can_pass_lock(mech->mynum, ref, A_LENTER)) {
		char *msg = silly_atr_get(ref, A_FAIL);
		if(!msg || !*msg)
			msg = "You are unable to enter the bay!";
		notify(player, msg);
		return;
	}
	DOCHECK(!DS_Bay_Is_EnterOK(mech, ds, AeroBay(ds, bayn)),
			"Someone else is using the door at the moment.");
	DOCHECK(!(map =
			  getMap(mech->mapindex)),
			"You sense a wrongness in fabric of space.");
	HexLOSBroadcast(map, MechX(mech), MechY(mech),
					"The bay doors at $h start to open..");
	MECHEVENT(mech, EVENT_ENTER_HANGAR, mech_enterbay_event, 12, ref);
}
예제 #11
0
파일: glue.c 프로젝트: chazu/btmux
static int
load_update1(void *key, void *data, int depth, void *arg)
{
	const dbref key_val = (dbref)key;
	XCODE *const xcode_obj = data;
	FILE *const fp = arg;

	MAP *map;
	int doh;
	char mapbuffer[MBUF_SIZE];
	MECH *mech;
	int i;
	int ctemp;

	switch (xcode_obj->type) {
	case GTYPE_MAP:
		map = (MAP *)xcode_obj;
		memset(map->mapobj, 0, sizeof(map->mapobj));
		map->map = NULL;
		strcpy(mapbuffer, map->mapname);
		doh = (map->flags & MAPFLAG_MAPO);
		if(strcmp(map->mapname, "Default Map"))
			map_loadmap(1, map, mapbuffer);
		if(!strcmp(map->mapname, "Default Map") || !map->map)
			initialize_map_empty(map, key_val);
		if(!feof(fp)) {
			load_mapdynamic(fp, map);
			if(!feof(fp))
				if(doh)
					load_mapobjs(fp, map);
		}
		if(feof(fp)) {
			map->first_free = 0;
			map->mechflags = NULL;
			map->mechsOnMap = NULL;
			map->LOSinfo = NULL;
		}
		debug_fixmap(GOD, map, NULL);
		break;

	case GTYPE_MECH:
		mech = (MECH *)xcode_obj;
		if(!(FlyingT(mech) && !Landed(mech))) {
			MechDesiredSpeed(mech) = 0;
			MechSpeed(mech) = 0;
			MechVerticalSpeed(mech) = 0;
		}
		ctemp = MechCocoon(mech);
		if(MechCocoon(mech)) {
			MechCocoon(mech) = 0;
			initiate_ood((dbref) GOD, mech, tprintf("%d %d %d", MechX(mech), MechY(mech), MechZ(mech)));
			MechCocoon(mech) = ctemp;
		}

		if(!FlyingT(mech) && Started(mech) && Jumping(mech))
			mech_Rsetxy(GOD, (void *) mech, tprintf("%d %d", MechX(mech),MechY(mech)));
	
		MechStatus(mech) &= ~(BLINDED | UNCONSCIOUS | JUMPING | TOWED);
		MechSpecials2(mech) &=
			~(ECM_ENABLED | ECM_DISTURBANCE | ECM_PROTECTED |
			  ECCM_ENABLED | ANGEL_ECM_ENABLED | ANGEL_ECCM_ENABLED |
			  ANGEL_ECM_PROTECTED | ANGEL_ECM_DISTURBED);
		MechCritStatus(mech) &= ~(JELLIED | LOAD_OK | OWEIGHT_OK | SPEED_OK);
		MechWalkXPFactor(mech) = 999;
		MechCarrying(mech) = -1;
		MechBoomStart(mech) = 0;
		MechC3iNetworkSize(mech) = -1;
		MechHeatLast(mech) = 0;
		MechCommLast(mech) = 0;
		// ClearStaggerDamage
		mech->rd.staggerDamageList = NULL;
		if(!(MechXPMod(mech)))
			MechXPMod(mech) = 1;		
		for(i = 0; i < FREQS; i++)
			if(mech->freq[i] < 0)
				mech->freq[i] = 0;
		break;
	}
	return 1;
}
예제 #12
0
void mech_c3i_join_leave(dbref player, void *data, char *buffer)
{
    MECH *mech = (MECH *) data, *target;
    MAP *objMap;
    char *args[2];
    dbref refTarget;
    int LOS = 1;
    float range = 0.0;

    cch(MECH_USUALO);

    DOCHECK(mech_parseattributes(buffer, args, 2) != 1,
	"Invalid number of arguments to function!");

    DOCHECK(!HasC3i(mech), "This unit is not equipped with C3i!");
    DOCHECK(C3iDestroyed(mech), "Your C3i system is destroyed!");
    DOCHECK(AnyECMDisturbed(mech),
	"Your C3i system is not currently operational!");

    validateC3iNetwork(mech);

    /* Clear our C3i Network */
    if (!strcmp(args[0], "-")) {
	if (MechC3iNetworkSize(mech) <= 0) {
	    mech_notify(mech, MECHALL,
		"You are not connected to a C3i network!");

	    return;
	}

	clearC3iNetwork(mech, 1);

	mech_notify(mech, MECHALL, "You disconnect from the C3i network.");

	return;
    }

    /* Well, if we're here then we wanna connect to a network */
    /* Let's check to see if we're already in one... can't be in two at the same time */
    DOCHECK(MechC3iNetworkSize(mech) > 0,
	"You are already in a C3i network!");

    objMap = getMap(mech->mapindex);

    /* Find who we're trying to connect to */
    refTarget = FindTargetDBREFFromMapNumber(mech, args[0]);
    target = getMech(refTarget);

    if (target) {
	LOS =
	    InLineOfSight(mech, target, MechX(target), MechY(target),
	    range);
    } else
	refTarget = 0;

    DOCHECK((refTarget < 1) ||
	!LOS, "That is not a valid targetID. Try again.");
    DOCHECK(MechTeam(mech) != MechTeam(target),
	"You can't use the C3i network of unfriendly units!");
    DOCHECK(mech == target, "You can't connect to yourself!");
    DOCHECK(Destroyed(target), "That unit is destroyed!");
    DOCHECK(!Started(target), "That unit is not started!");
    DOCHECK(!HasC3i(target),
	"That unit does not appear to be equipped with C3i!");

    /* validate the network of our target */
    validateC3iNetwork(target);
    DOCHECK(MechC3iNetworkSize(target) >= C3I_NETWORK_SIZE,
	"That unit's C3i network is operating at maximum capacity!");

    /* Connect us up */
    mech_notify(mech, MECHALL, tprintf("You connect to %s's C3i network.",
	    GetMechToMechID(mech, target)));

    addMechToC3iNetwork(target, mech);
}
예제 #13
0
파일: mech.c3.misc.c 프로젝트: chazu/btmux
float findC3RangeWithNetwork(MECH * mech, MECH * mechTarget,
							 float realRange, dbref * myNetwork,
							 int networkSize, dbref * c3Ref)
{
	float c3Range = 0.0;
	float bestRange = 0.0;
	int i;
	int inLOS = 0;
	int mapX, mapY;
	float hexX, hexY, hexZ;
	MECH *otherMech;
	MAP *map;

	bestRange = realRange;
	*c3Ref = 0;

	if(networkSize == 0)
		return realRange;

	for(i = 0; i < networkSize; i++) {
		otherMech = getMechInTempNetwork(i, myNetwork, networkSize);

		if(!otherMech)
			continue;

		if(!Good_obj(otherMech->mynum))
			continue;

		if(mechTarget) {
			if(otherMech == mechTarget)
				continue;

			debugC3(tprintf
					("C3RANGE-NETWORK (mech): Finding range from %d to %d.",
					 mech->mynum, mechTarget->mynum));

			c3Range = FaMechRange(otherMech, mechTarget);
			inLOS =
				InLineOfSight(otherMech, mechTarget, MechX(mechTarget),
							  MechY(mechTarget), c3Range);
		} else if((MechTargX(mech) > 0) && (MechTargY(mech) > 0)) {
			mapX = MechTargX(mech);
			mapY = MechTargY(mech);
			map = getMap(mech->mapindex);

			debugC3(tprintf
					("C3RANGE-NETWORK (hex): Finding range from %d to %d %d.",
					 mech->mynum, mapX, mapY));

			MechTargZ(mech) = Elevation(map, mapX, mapY);
			hexZ = ZSCALE * MechTargZ(mech);
			MapCoordToRealCoord(mapX, mapY, &hexX, &hexY);

			c3Range =
				FindRange(MechFX(otherMech), MechFY(otherMech),
						  MechFZ(otherMech), hexX, hexY, hexZ);
			inLOS = LOS_NB(otherMech, NULL, mapX, mapY, c3Range);
		} else {
			continue;
		}

		if(inLOS && (c3Range < bestRange)) {
			bestRange = c3Range;
			*c3Ref = otherMech->mynum;
		}
	}

	return bestRange;
}
예제 #14
0
파일: mech.c3.misc.c 프로젝트: chazu/btmux
void showNetworkTargets(dbref player, MECH * mech, int tIsC3)
{
	MAP *objMap = getMap(mech->mapindex);
	int i, j, wTemp, bearing;
	MECH *otherMech;
	float realRange, c3Range;
	char buff[100];
	char *mech_name;
	char move_type[30];
	char cStatus1, cStatus2, cStatus3, cStatus4, cStatus5;
	char weaponarc;
	int losFlag;
	int arc;
	int wSeeTarget = TARG_LOS_NONE;
	int wC3SeeTarget = TARG_LOS_NONE;
	int tShowStatusInfo = 0;
	char bufflist[MAX_MECHS_PER_MAP][120];
	float rangelist[MAX_MECHS_PER_MAP];
	int buffindex = 0;
	int sbuff[MAX_MECHS_PER_MAP];
	int networkSize;
	dbref myNetwork[C3_NETWORK_SIZE];
	dbref c3Ref;

	buildTempNetwork(mech, myNetwork, &networkSize, 1, 1, 0, tIsC3);

	/*
	 * Send then a 'contacts' style report. This is different from the
	 * normal contacts since it has a 'physical' range in it too.
	 */
	notify_printf(player, "%s Contacts:", tIsC3 ? "C3" : "C3i");

	for(i = 0; i < objMap->first_free; i++) {
		if(!(objMap->mechsOnMap[i] != mech->mynum &&
			 objMap->mechsOnMap[i] != -1))
			continue;

		otherMech = (MECH *) FindObjectsData(objMap->mechsOnMap[i]);

		if(!otherMech)
			continue;

		if(!Good_obj(otherMech->mynum))
			continue;

		tShowStatusInfo = 0;
		realRange = FlMechRange(objMap, mech, otherMech);
		losFlag =
			InLineOfSight(mech, otherMech, MechX(otherMech),
						  MechY(otherMech), realRange);

		/*
		 * If we do see them, let's make sure it's not just a 'something'
		 */
		if(losFlag) {
			if(InLineOfSight_NB(mech, otherMech, MechX(otherMech),
								MechY(otherMech), 0.0))
				wSeeTarget = TARG_LOS_CLEAR;
			else
				wSeeTarget = TARG_LOS_SOMETHING;
		} else
			wSeeTarget = TARG_LOS_NONE;

		/*
		 * If I don't see it, let's see if someone else in the network does
		 */
		if(wSeeTarget != TARG_LOS_CLEAR)
			wC3SeeTarget = mechSeenByNetwork(mech, otherMech, tIsC3);

		/* If noone sees it, we continue */
		if(!wSeeTarget && !wC3SeeTarget)
			continue;

		/* Get our network range */
		c3Range =
			findC3RangeWithNetwork(mech, otherMech, realRange, myNetwork,
								   networkSize, &c3Ref);

		/* Figure out if we show the info or not... ie, do we actually 'see' it */
		if((wSeeTarget != TARG_LOS_CLEAR) && (wC3SeeTarget != TARG_LOS_CLEAR)) {
			tShowStatusInfo = 0;
			mech_name = "something";
		} else {
			tShowStatusInfo = 1;
			mech_name = silly_atr_get(otherMech->mynum, A_MECHNAME);
		}

		bearing =
			FindBearing(MechFX(mech), MechFY(mech), MechFX(otherMech),
						MechFY(otherMech));
		strcpy(move_type, GetMoveTypeID(MechMove(otherMech)));

		/* Get our weapon arc */
		arc = InWeaponArc(mech, MechFX(otherMech), MechFY(otherMech));
		weaponarc = getWeaponArc(mech, arc);

		/* Now get our status chars */
		if(!tShowStatusInfo) {
			cStatus1 = ' ';
			cStatus2 = ' ';
			cStatus3 = ' ';
			cStatus4 = ' ';
			cStatus5 = ' ';
		} else {
			cStatus1 = getStatusChar(mech, otherMech, 1);
			cStatus2 = getStatusChar(mech, otherMech, 2);
			cStatus3 = getStatusChar(mech, otherMech, 3);
			cStatus4 = getStatusChar(mech, otherMech, 4);
			cStatus5 = getStatusChar(mech, otherMech, 5);
		}

		/* Now, build the string */
		sprintf(buff,
				"%s%c%c%c[%s]%c %-11.11s x:%3d y:%3d z:%3d r:%4.1f c:%4.1f b:%3d s:%5.1f h:%3d S:%c%c%c%c%c%s",
				otherMech->mynum == MechTarget(mech) ? "%ch%cr" :
				(tShowStatusInfo &&
				 !MechSeemsFriend(mech, otherMech)) ? "%ch%cy" : "",
				(losFlag & MECHLOSFLAG_SEESP) ? 'P' : ' ',
				(losFlag & MECHLOSFLAG_SEESS) ? 'S' : ' ', weaponarc,
				MechIDS(otherMech, MechSeemsFriend(mech, otherMech) ||
						!tShowStatusInfo), move_type[0], mech_name,
				MechX(otherMech), MechY(otherMech), MechZ(otherMech),
				realRange, c3Range, bearing, MechSpeed(otherMech),
				MechVFacing(otherMech), cStatus1, cStatus2, cStatus3,
				cStatus4, cStatus5, (otherMech->mynum == MechTarget(mech)
									 || !MechSeemsFriend(mech,
														 otherMech)) ? "%c" :
				"");

		rangelist[buffindex] = realRange;
		rangelist[buffindex] +=
			(MechStatus(otherMech) & DESTROYED) ? 10000 : 0;
		strcpy(bufflist[buffindex++], buff);
	}

	for(i = 0; i < buffindex; i++)
		sbuff[i] = i;

	/* print a sorted list of detected mechs */
	/* use the ever-popular bubble sort */
	for(i = 0; i < (buffindex - 1); i++)
		for(j = (i + 1); j < buffindex; j++)
			if(rangelist[sbuff[j]] > rangelist[sbuff[i]]) {
				wTemp = sbuff[i];
				sbuff[i] = sbuff[j];
				sbuff[j] = wTemp;
			}

	for(i = 0; i < buffindex; i++)
		notify(player, bufflist[sbuff[i]]);

	notify_printf(player, "End %s Contact List", tIsC3 ? "C3" : "C3i");
}