/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2005, 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 <ctype.h>
#include <string.h>
#include "misc.h"
if (!snxtitem(&ni_esc, EF_PLANE,
getstarg(player->argp[2], "escort(s)? ", buf)))
pr("No escorts...\n");
- if ((p =
- getstarg(player->argp[3], "pinpoint, or strategic? ", buf)) == 0)
+ p = getstarg(player->argp[3], "pinpoint, or strategic? ", buf);
+ if (!p)
return RET_SYN;
mission = *p;
if (strchr("ps", mission) == 0)
int bad;
s_char *p;
struct plist *plp;
- struct emp_qelem *qp;
- int bestacc;
int nsubs;
int nunits;
struct natstr *natp;
nsubs = 0;
plp = (struct plist *)list->q_forw;
if (plp->pcp->pl_flags & P_A) {
- bestacc = 0;
- for (qp = list->q_forw; qp != list; qp = qp->q_forw)
- plp = (struct plist *)qp;
- if (plp->plane.pln_acc < bestacc)
- bestacc = plp->plane.pln_acc;
nships = num_shipsatxy(target->sct_x, target->sct_y, 0, 0);
nsubs = nships - shipsatxy(target->sct_x, target->sct_y, 0, M_SUB);
if (nsubs > 0)
if ((plp->pcp->pl_flags & P_C) && (!(plp->pcp->pl_flags & P_T)))
continue;
if (plp->bombs || plp->plane.pln_nuketype != -1)
- dam +=
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 1);
+ dam += pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
}
if (dam <= 0) /* dam == 0 if only nukes were delivered */
return;
if ((plp->pcp->pl_flags & P_C) && (!(plp->pcp->pl_flags & P_T)))
continue;
if (plp->bombs || plp->plane.pln_nuketype != -1)
- dam +=
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 1);
+ dam += pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
}
if (dam <= 0) /* dam == 0 if only nukes were delivered */
return;
continue;
shell = gun = 0;
- gun = min(ship.shp_item[I_GUN], ship.shp_glim);
+ gun = MIN(ship.shp_item[I_GUN], ship.shp_glim);
if (gun > 0) {
shell = ship.shp_item[I_SHELL];
if (shell <= 0)
if (plp->plane.pln_nuketype != -1)
hitchance = 100;
else {
- hitchance =
- pln_hitchance(&plp->plane, shp_hardtarget(&ship), EF_SHIP);
+ hitchance = pln_hitchance(&plp->plane,
+ shp_hardtarget(&ship), EF_SHIP);
pr("%d%% hitchance...", hitchance);
}
if (roll(100) <= hitchance) {
/* pinbombing is more accurate than normal bombing */
- dam =
- 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
- 'p', &nukedam, 1);
+ dam = 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
} else {
pr("splash\n");
/* Bombs that miss have to land somewhere! */
- dam =
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 0);
+ dam = pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
+ &nukedam, 0);
collateral_damage(target->sct_x, target->sct_y, dam, list);
dam = 0;
}
}
if (roll(100) <= hitchance) {
/* pinbombing is more accurate than normal bombing */
- dam =
- 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
- 'p', &nukedam, 1);
+ dam = 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
} else {
pr("thud\n");
/* Bombs that miss have to land somewhere! */
- dam =
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 0);
+ dam = pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 0);
collateral_damage(target->sct_x, target->sct_y, dam, list);
dam = 0;
}
cname(player->cnum), dam, prplane(&plane),
xyas(target->sct_x, target->sct_y, own));
putplane(plane.pln_uid, &plane);
- collateral_damage(plane.pln_x, plane.pln_y, dam, list);
+ collateral_damage(target->sct_x, target->sct_y, dam, list);
next:
;
}
if (plp->plane.pln_nuketype != -1)
hitchance = 100;
else {
- hitchance =
- pln_hitchance(&plp->plane, lnd_hardtarget(&land), EF_LAND);
+ hitchance = pln_hitchance(&plp->plane,
+ lnd_hardtarget(&land), EF_LAND);
pr("%d%% hitchance...", hitchance);
}
if (roll(100) <= hitchance) {
- dam =
- 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
- 'p', &nukedam, 1);
+ dam = 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
} else {
pr("thud\n");
/* Bombs that miss have to land somewhere! */
- dam =
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 0);
+ dam = pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
+ &nukedam, 0);
collateral_damage(target->sct_x, target->sct_y, dam, list);
dam = 0;
}
retreat_land(&land, 'b');
nreport(player->cnum, N_UNIT_BOMB, own, 1);
putland(land.lnd_uid, &land);
- collateral_damage(land.lnd_x, land.lnd_y, dam, list);
+ collateral_damage(target->sct_x, target->sct_y, dam, list);
next:
;
}
if ((plp->pcp->pl_flags & P_C) && (!(plp->pcp->pl_flags & P_T)))
continue;
if (plp->bombs || plp->plane.pln_nuketype != -1)
- dam +=
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 's',
- &nukedam, 1);
+ dam += pln_damage(&plp->plane, target->sct_x, target->sct_y, 's',
+ &nukedam, 1);
}
if (dam <= 0) /* dam == 0 if only nukes were delivered */
return;