]> git.pond.sub.org Git - empserver/blobdiff - src/lib/commands/mfir.c
License upgrade to GPL version 3 or later
[empserver] / src / lib / commands / mfir.c
index c18eb54520fa19205f8b5653feb170aeafe8a239..8d32ecf81921b473741155a307fcef5d3f6fd234 100644 (file)
@@ -1,11 +1,11 @@
 /*
  *  Empire - A multi-player, client/server Internet based war game.
- *  Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
- *                           Ken Stevens, Steve McClure
+ *  Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ *                Ken Stevens, Steve McClure, Markus Armbruster
  *
- *  This program is free software; you can redistribute it and/or modify
+ *  Empire is free software: you can redistribute it and/or modify
  *  it under the terms of the GNU General Public License as published by
- *  the Free Software Foundation; either version 2 of the License, or
+ *  the Free Software Foundation, either version 3 of the License, or
  *  (at your option) any later version.
  *
  *  This program is distributed in the hope that it will be useful,
  *  GNU General Public License for more details.
  *
  *  You should have received a copy of the GNU General Public License
- *  along with this program; if not, write to the Free Software
- *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+ *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
  *
  *  ---
  *
- *  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.
  *
  *  ---
  *
  *  multifire.c: Fire at other sectors/ships
- * 
+ *
  *  Known contributors to this file:
  *     Steve McClure, 2000
- *     
+ *     Markus Armbruster, 2004-2009
  */
 
-#include "misc.h"
-#include "player.h"
-#include "var.h"
-#include "xy.h"
-#include "treaty.h"
-#include "nat.h"
-#include "ship.h"
-#include "land.h"
-#include "sect.h"
-#include "retreat.h"
-#include "news.h"
-#include "nsc.h"
-#include "file.h"
-#include "queue.h"
-#include <ctype.h>
-#include "options.h"
-#include "optlist.h"
-#include "damage.h"
+#include <config.h>
+
 #include "commands.h"
+#include "empobj.h"
+#include "optlist.h"
+#include "retreat.h"
 
 enum targ_type {
-    targ_land, targ_ship, targ_sub, targ_unit, targ_bogus
+    targ_land, targ_ship, targ_sub, targ_bogus
 };
 
-struct flist{
-    struct emp_qelem   queue;  /* list of fired things */
-    int                type;   /* ship? otherwise sector */
-    int                uid;    /* ship uid */
-    coord      x,y;    /* sector coords */
-    int                defdam; /* damage defenders did */
-    int                victim; /* who I was shooting at */
+struct flist {
+    struct emp_qelem queue;    /* list of fired things */
+    short type;                        /* EF_SECTOR, EF_SHIP or EF_LAND */
+    int uid;
+    coord x, y;
+    int defdam;                        /* damage defenders did */
+    natid victim;
 };
 
-union item_u {
-    struct shpstr ship;
-    struct sctstr sect;
-    struct lndstr land;
-};
-
-static int defend(struct emp_qelem *al,
-                 struct emp_qelem *dl,
-                 enum targ_type target,
-                 enum targ_type attacker,
-                 struct sctstr *vsect,
-                 struct sctstr *fsect,
-                 struct shpstr *vship,
-                 struct shpstr *fship,
-                 int fx,
-                 int fy,
-                 int *nd);
+static int defend(struct emp_qelem *, struct emp_qelem *,
+                 struct empobj *, natid, int *);
+static void do_defdam(struct emp_qelem *, double);
+static int quiet_bigdef(int, struct emp_qelem *, natid, natid, coord,
+                       coord, int *);
+static void add_to_flist(struct emp_qelem *, struct empobj *, int, natid);
+static void free_flist(struct emp_qelem *);
+static struct flist *search_flist(struct emp_qelem *, struct empobj *);
 
 int
 multifire(void)
 {
-    s_char     vbuf[20];
-    s_char     *ptr;
-    double     range2, range;
-    int        trange;
-    coord      fx;
-    coord      fy;
-    coord      x;
-    coord      y;
-    int        mil;
-    int        gun;
-    int        shell;
-    int        shots;
-    double     guneff;
-    int        dam;
-    int        totaldefdam=0;
-    int        fshipno;
-    int        vshipno;
-    double     prb;
-    natid      vict;
-    struct     shpstr fship;
-    struct     lndstr fland;
-    struct     sctstr fsect;
-    struct     shpstr vship;
-    struct     sctstr vsect;
-    enum       targ_type target, attacker, orig_attacker;
-    int        rel;
-    struct natstr      *natp;
-    struct  nstr_item nbst;
-    int        type;
-    s_char    *p;
-    int     nfiring=0;
-    int     ndefending=0;
-    union   item_u item;
-    struct     emp_qelem fired, defended;
-    double     odds;
-    s_char     buf[1024];
-#if defined(_WIN32)
-    time_t  now;
-#endif
-    
+    static int ef_with_guns[] = { EF_SECTOR, EF_SHIP, EF_LAND, EF_BAD };
+    char *ptr;
+    double range;
+    int trange, range2;
+    coord fx;
+    coord fy;
+    coord x;
+    coord y;
+    int dam;
+    int totaldefdam = 0;
+    int vshipno;
+    natid vict;
+    struct shpstr fship;
+    struct lndstr fland;
+    struct sctstr fsect;
+    struct shpstr vship;
+    struct sctstr vsect;
+    enum targ_type target;
+    struct nstr_item nbst;
+    int type;
+    struct empobj *attgp;
+    char *p;
+    int nfiring = 0;
+    int ndefending = 0;
+    union empobj_storage item;
+    struct emp_qelem fired, defended;
+    double odds;
+    char buf[1024];
+
     emp_initque(&fired);
     emp_initque(&defended);
-    type=(-1);
-    while ((type != EF_SECTOR) && (type != EF_SHIP) && (type != EF_LAND)){
-               if (!(p = getstarg(player->argp[1],
-                                                  "Firing from ship(s), sect(s), or land unit(s)? ", buf)))
-                       return RET_SYN;
-               player->argp[1]=0;
-               type = ef_byname(p);
-               if (type == EF_SECTOR){
-                       if (opt_NO_FORT_FIRE) {
-                               pr("Fort firing is disabled.\n");
-                               return RET_FAIL;
-                       }
-                       orig_attacker = attacker=targ_land;
-                       shots = 1;
-               }
-               else if (type == EF_SHIP) {
-                       orig_attacker = attacker=targ_ship;
-               }
-               else if (type == EF_LAND) {
-                       orig_attacker = attacker=targ_unit;
-               }
-               else
-                       pr("Please type 'sh', 'l', or 'se'!\n");
+    p = getstarg(player->argp[1],
+                "Firing from ship(s), sect(s), or land unit(s)? ", buf);
+    if (!p)
+       return RET_SYN;
+    type = ef_byname_from(p, ef_with_guns);
+    if (opt_NO_FORT_FIRE && type == EF_SECTOR) {
+       pr("Fort firing is disabled.\n");
+       return RET_FAIL;
     }
-    if ((ptr = getstarg(player->argp[2], "Firing from? ", buf)) == 0 || *ptr == '\0')
-               return RET_SYN;
-    
-    if (!snxtitem(&nbst, type, ptr))
-               return RET_SYN;
-    
-    if (player->aborted){
-               pr("Fire aborted.\n");
-               return RET_OK;
+    if (type < 0) {
+       pr("Ships, land units or sectors only!\n");
+       return RET_SYN;
     }
-    while(nxtitem(&nbst, (s_char *)&item)){
-               attacker = orig_attacker;
-               if (attacker == targ_unit){
-                       if (!getland(item.land.lnd_uid, &fland))
-                               continue;
-                       if (!getsect(item.land.lnd_x,item.land.lnd_y,&fsect))
-                               continue;
-                       if (item.land.lnd_own != player->cnum)
-                               continue;
-                       
-                       if (fland.lnd_frg == 0){
-                               pr("Unit %d cannot fire!\n",fland.lnd_uid);
-                               continue;
-                       }
-                       if (lnd_getmil(&fland) < 1) {
-                               pr("Unit %d cannot fire because it has no military!\n",
-                                  fland.lnd_uid);
-                               continue;
-                       }
-                       if (fland.lnd_ship >= 0){
-                               pr("Unit %d cannot fire because it is on a ship!\n",
-                                  fland.lnd_uid);
-                               continue;
-                       }
-                       if (fland.lnd_land >= 0){
-                               pr("Unit %d cannot fire because it is on a land unit!\n",
-                                  fland.lnd_uid);
-                               continue;
-                       }
-                       if (fland.lnd_effic < LAND_MINFIREEFF){
-                               pr("Unit %d cannot fire because it is less than %d%% efficient\n",fland.lnd_uid, LAND_MINFIREEFF);
-                               continue;
-                       }
-                       resupply_commod(&fland,I_SHELL); /* Get more shells */
-                       putland(fland.lnd_uid,&fland);
-                       if (getvar(V_SHELL, (s_char *)&fland, EF_LAND) == 0){
-                               pr("%s -- not enough shells\n",
-                                  prland(&fland));
-                               continue;
-                       }
-               }
-               else if (attacker == targ_ship){
-                       if (!getship(item.ship.shp_uid, &fship))
-                               continue;
-                       if (item.ship.shp_own != player->cnum)
-                               continue;
-                       if (getvar(V_MILIT, (s_char *)&item.ship, EF_SHIP) < 1){
-                               pr("Not enough mil on ship #%d\n",item.ship.shp_uid);
-                               continue;
-                       }
-                       gun = getvar(V_GUN, (s_char *)&item.ship, EF_SHIP);
-                       gun = min(gun, item.ship.shp_glim);
-                       if (item.ship.shp_frnge == 0){
-                               pr("Ships %d cannot fire guns!\n",item.ship.shp_uid);
-                               continue;
-                       }
-                       if (gun == 0){
-                               pr("Not enough guns on ship #%d\n",item.ship.shp_uid);
-                               continue;
-                       }
-                       if (getvar(V_SHELL, (s_char *)&item.ship, EF_SHIP) == 0){
-                               pr("Not enough shells on ship #%d\n",item.ship.shp_uid);
-                               continue;
-                       }
-                       if (item.ship.shp_effic < 60){
-                               pr("Ship #%d is crippled!\n",item.ship.shp_uid);
-                               continue;
-                       }
-                       fshipno=fship.shp_uid;
-               }
-               else if (attacker == targ_land){
-                       if (!getsect(item.sect.sct_x,item.sect.sct_y, &fsect))
-                               continue;
-                       if (item.sect.sct_own != player->cnum)
-                               continue;
-                       if (item.sect.sct_type != SCT_FORTR)
-                               continue;
-                       if (item.sect.sct_effic < ((u_char)FORTEFF)){
-                               pr("Fort not efficient enough to fire!\n");
-                               continue;
-                       }
-                       if (getvar(V_GUN, (s_char *)&item.sect, EF_SECTOR) == 0){
-                               pr("Not enough guns in sector %s!\n",xyas(item.sect.sct_x,item.sect.sct_y,player->cnum));
-                               continue;
-                       }
-                       if (getvar(V_SHELL, (s_char *)&item.sect, EF_SECTOR) == 0){
-                               pr("Not enough shells in sector %s!\n",xyas(item.sect.sct_x,item.sect.sct_y,player->cnum));
-                               continue;
-                       }
-                       if (getvar(V_MILIT, (s_char *)&item.sect, EF_SECTOR) < 5){
-                               pr("Not enough military in sector %s!\n",xyas(item.sect.sct_x,item.sect.sct_y,player->cnum));
-                               continue;
-                       }
-                       pr("\nSector %s firing\n",
-                          xyas(item.sect.sct_x,item.sect.sct_y,player->cnum));
-               }
-               if ((ptr = getstarg(player->argp[3], "Firing at? ", buf)) == 0 || *ptr == '\0')
-                       continue;
-               if (player->aborted){
-                       pr("Fire aborted.\n");
-                       continue;
-               }
-               ptr[19] = 0;
-               (void)strcpy(vbuf, ptr);
-               if (issector(vbuf))
-                       target = targ_land;
-               else
-                       target = targ_ship;
-               if (target == targ_ship) {
-                       vshipno = atoi(vbuf);
-                       if (vshipno < 0 || !getship(vshipno, &vship) || 
-                               (!vship.shp_own))  {
-                               pr("No such ship exists!\n");
-                               continue;
-                       }
-                       target = (mchr[(int)vship.shp_type].m_flags & M_SUB) ?
-                               targ_sub : targ_ship;
-                       vict = vship.shp_own;
-                       x = vship.shp_x;
-                       y = vship.shp_y;
-                       if (!getsect(x, y, &vsect)) {
-                               pr("No such sector exists!\n");
-                               continue;
-                       }
-               } else {
-                       if (!sarg_xy(vbuf, &x, &y) || !getsect(x, y, &vsect)) {
-                               pr("No such sector exists!\n");
-                               continue;
-                       }
-                       /* We check the sector type, but we only use it for damage, not
-                          reporting.  That way, you don't get extra information you wouldn't
-                          normally get.  Besides, what if they want to slam water? :)  */
-                       if (vsect.sct_type == SCT_SANCT || 
-                               vsect.sct_type == SCT_WATER)
-                               target = targ_bogus;
-                       else
-                               target = targ_land;
-                       vict = vsect.sct_own;
-                       x = vsect.sct_x;
-                       y = vsect.sct_y;
-               }
-               if (attacker == targ_ship) {
-                       shots = -1; /* convert to max later */
-                       if (fship.shp_own != player->cnum) {
-                               pr("Not your ship!\n");
-                               continue;
-                       }
-                       if (target == targ_sub || target == targ_ship) {
-                               if (fship.shp_uid == vship.shp_uid) {
-                                       pr("You can't fire upon yourself!\n");
-                                       continue;
-                               }
-                       }
-                       fx = fship.shp_x;
-                       fy = fship.shp_y;
-/*
-  attacker = (mchr[fship.shp_type].m_flags & M_SUB) ?
-  targ_sub : targ_ship;
-  if (attacker == targ_sub){
-  pr("Subs may not fire normally.. use torpedo.\n");
-  continue;
-  }
-*/
-                       attacker = targ_ship;
-                       if ((mil = getvar(V_MILIT, (s_char *)&fship, EF_SHIP)) < 1) {
-                               pr("Not enough military for firing crew.\n");
-                               continue;
-                       }
-                       gun = getvar(V_GUN, (s_char *)&fship, EF_SHIP);
-                       gun = min(gun, fship.shp_glim);
-                       if (fship.shp_frnge == 0 || gun == 0) {
-                               pr("Insufficient arms.\n");
-                               continue;
-                       }
-                       shell = getvar(V_SHELL, (s_char *)&fship, EF_SHIP);
-                       if (shell < 2)
-                               shell+=supply_commod(fship.shp_own,fship.shp_x,
-                                                                        fship.shp_y,I_SHELL,2-shell);
-                       if (shell <= 0){
-                               pr("Klick!     ...\n");
-                               continue;
-                       }
-                       if (fship.shp_effic < 60) {
-                               pr("Ship #%d is crippled (%d%%)\n", fshipno,
-                                  fship.shp_effic);
-                               continue;
-                       }
-                       range = techfact(fship.shp_tech,
-                                                        (double)fship.shp_frnge / 2.0);
-                       range2 = (double)roundrange(range);
-                       pr("range is %.2f (%.2f)\n", range2, range);
-                       if (target == targ_sub) {
-                               if ((mchr[(int)fship.shp_type].m_flags & M_DCH) == 0) {
-                                       pr("A %s can't drop depth charges!\n",
-                                          mchr[(int)fship.shp_type].m_name);
-                                       continue;
-                               }
-                               if (shell < 2) {
-                                       pr("Not enough shells for depth charge!\n");
-                                       continue;
-                               }
-                       }
-                       gun = min(gun, shell*2);
-                       gun = min(gun, mil / 2);
-                       gun = max(gun, 1);
-                       if (shots > gun || shots < 0)
-                               shots = gun;
-                       else if (shots == 0) {
-                               pr("No shots fired.\n");
-                               continue;
-                       }
-                       guneff = seagun(fship.shp_effic, shots);
-                       dam = (int)guneff;
-                       shell -= ldround(((double)shots)/2.0,1);
-                       putvar(V_SHELL, shell, (s_char *)&fship, EF_SHIP);
-                       putship(fship.shp_uid,&fship);
-                       if (opt_NOMOBCOST == 0)
-                               fship.shp_mobil = max(fship.shp_mobil - 15, -100);
-               } else if (attacker == targ_unit) {
-                       if (fland.lnd_own != player->cnum) {
-                               pr("Not your unit!\n");
-                               continue;
-                       }
-                       
-                       if (target == targ_land) {
-                               if (fland.lnd_x == vsect.sct_x && fland.lnd_y == vsect.sct_y) {
-                                       pr("You can't fire upon yourself!\n");
-                                       continue;
-                               }
-                       }
-                       
-                       fx = fland.lnd_x;
-                       fy = fland.lnd_y;
-                       
-                       if (fland.lnd_frg == 0){
-                               pr("Unit %d cannot fire!\n",fland.lnd_uid);
-                               continue;
-                       }
-                       if (getvar(V_SHELL, (s_char *)&fland, EF_LAND) == 0){
-                               pr("%s -- not enough shells\n", prland(&fland));
-                               continue;
-                       }
-                       
-                       shell = getvar(V_SHELL,(s_char *)&fland, EF_LAND);
-                       
-                       range = techfact((int)fland.lnd_tech,
-                                                        (double)fland.lnd_frg / 2.0);
-                       range2 = (double)roundrange(range);
-                       pr("range is %.2f (%.2f)\n", range2, range);
-                       if (target == targ_sub) {
-                               pr("A %s can't drop depth charges!\n",
-                                  lchr[(int)fland.lnd_type].l_name);
-                               continue;
-                       }
-                       
-                       gun = getvar(V_GUN, (s_char *)&fland, EF_LAND);
-                       if (gun <= 0) {
-                               pr("%s -- not enough guns\n", prland(&fland));
-                               continue;
-                       }
+    if (!snxtitem(&nbst, type, player->argp[2], "Firing from? "))
+       return RET_SYN;
 
-                       dam = (int)landunitgun(fland.lnd_effic, fland.lnd_dam, gun,
-                                                                  fland.lnd_ammo, shell);
-                       if (target == targ_ship){
-                               if (chance(((double)fland.lnd_acc)/100.0))
-                                       dam = ldround(((double)dam/2.0),1);
-                       }
-                       use_supply(&fland);
-                       resupply_commod(&fland,I_SHELL); /* Get more shells */
-                       putland(fland.lnd_uid,&fland);
-               } else {
-                       fx=fsect.sct_x;
-                       fy=fsect.sct_y;
-                       if (fsect.sct_own != player->cnum ||
-                               fsect.sct_type != SCT_FORTR) {
-                               pr("No fortress at %s\n", xyas(fsect.sct_x,
-                                                                                          fsect.sct_y,player->cnum));
-                               continue;
-                       }
-                       if (target == targ_land) {
-                               if (fsect.sct_x == vsect.sct_x && fsect.sct_y == vsect.sct_y) {
-                                       pr("You can't fire upon yourself!\n");
-                                       continue;
-                               }
-                       }
-                       attacker = targ_land;
-                       if ((gun = getvar(V_GUN, (s_char *)&fsect, EF_SECTOR)) == 0) {
-                               pr("Insufficient arms.\n");
-                               continue;
-                       }
-                       shell = getvar(V_SHELL, (s_char *)&fsect, EF_SECTOR);
-                       if (shell <= 0)
-                               shell+=supply_commod(fsect.sct_own,fsect.sct_x,
-                                                                        fsect.sct_y,I_SHELL,1);
-                       if (shell <= 0){
-                               pr("Klick!     ...\n");
-                               continue;
-                       }
-                       if (getvar(V_MILIT, (s_char *)&fsect, EF_SECTOR) < 5) {
-                               pr("Not enough military for firing crew.\n");
-                               continue;
-                       }
-                       if (target == targ_sub) {
-                               pr("Target ship not sighted!\n");
-                               continue;
-                       }
-                       if (gun>7)
-                               gun = 7;
-                       range = tfactfire(player->cnum, 7.0);
-                       if (fsect.sct_effic > 59)
-                               range++;
-                       range2 = (double)roundrange(range);
-                       pr("range is %.2f (%.2f)\n", range2, range);
-                       guneff = landgun((int)fsect.sct_effic, gun);
-                       dam = (int)guneff;
-                       shell--;
-                       putvar(V_SHELL, shell, (s_char *)&fsect, EF_SECTOR);
-                       putsect(&fsect);
-               }
-               trange = mapdist(x, y, fx, fy);
-               if (trange > range2){
-                       pr("Target out of range.\n");
-/*
-                       switch (target) {
-                       case targ_land:
-                       case targ_bogus:
-                               pr("Target out of range.  Thud.\n");
-                               break ;
-                       default:
-                               pr("Target ship out of range.  Splash.\n");
-                               break ;
-                       }       
- */
-                       switch (attacker) {
-                       case targ_land:
-                               putsect(&fsect);
-                               break ;
-                       case targ_unit:
-                               fland.lnd_mission = 0;
-                               putland(fland.lnd_uid, &fland);
-                               break;
-                       default:
-                               fship.shp_mission = 0;
-                               putship(fship.shp_uid, &fship);
-                       }
-                       continue;
-               }
-/*
-               if (target == targ_bogus) {
-                       if (vsect.sct_type == SCT_SANCT) {
-                               pr("%s is a %s!!\n", vbuf,
-                                  dchr[SCT_SANCT].d_name);
-                               continue;
-                       } else if (vsect.sct_type == SCT_WATER) {
-                               pr("You must specify a ship in sector %s!\n",
-                                  vbuf);
-                               continue;
-                       }
-               }
-*/
-               switch (target) {
-               case targ_ship:
-                       if (!trechk(player->cnum, vict, SEAFIR))
-                               continue;
-                       break;
-               case targ_sub:
-                       if (!trechk(player->cnum, vict, SUBFIR))
-                               continue;
-                       break;
-               case targ_unit:
-               case targ_land:
-                       if (!trechk(player->cnum, vict, LANFIR))
-                               continue;
-                       break;
-               default:
-                       break;
-               }
-               
-               if (opt_SLOW_WAR) {
-                       if (target == targ_land){
-                               natp = getnatp(player->cnum);
-                               rel = getrel(natp,vict);
-                               if ((rel != AT_WAR) && (player->cnum != vict) &&
-                                       (vict) && (vsect.sct_oldown != player->cnum)){
-                                       pr("You're not at war with them!\n");
-                                       continue;
-                               }
-                       }
-               }
-               nfiring++;
-               switch (target) {
-               case targ_sub:
-                       pr_beep();
-                       pr("Kawhomp!!!\n");
-                       if (vship.shp_rflags & RET_DCHRGED)
-                               retreat_ship(&vship,'d');
-                       break ;
-               default:
-                       pr_beep();
-                       pr("Kaboom!!!\n");
-                       prb = (double)(range2?(trange / range2):1.0);
-                       prb *= prb;
-#if !defined(_WIN32)
-                       srandom(random());
-#else
-                       (void) time(&now);
-                       (void) srand(now);
-#endif
-                       if (chance(prb)) {
-                               pr("Wind deflects shell%s.\n", splur(shots));
-/*                     dam = (int)((double)dam / 2.0);*/
-                               dam = (int)((double)dam * (double)((double)(90 - (random() % 11)) / 100.0));
-                               if (dam < 0)
-                                       dam = 0;
-                       }
-                       break ;
-               }
-               switch (target) {
-               case targ_bogus:
-               case targ_land:
-                       nreport(player->cnum, N_SCT_SHELL, vict, 1);
-                       if (vict && vict != player->cnum)
-                               wu(0, vict,
-                                  "Country #%d shelled sector %s for %d damage.\n",
-                                  player->cnum, xyas(x, y, vict), dam);
-                       pr("Shell%s hit sector %s for %d damage.\n",
-                          splur(shots), xyas(x, y, player->cnum), dam);
-                       /* Ok, it wasn't a bogus target, so do damage. */
-                       if (target != targ_bogus)
-                           sectdamage(&vsect, dam, 0);
-                       break ;
-               case targ_ship:
-                       nreport(player->cnum, N_SHP_SHELL, vict, 1);
-               default:
-                       if ((target != targ_sub) ||
-                               ((vship.shp_rflags & RET_DCHRGED) == 0))
-                               check_retreat_and_do_shipdamage(&vship, dam);
-                       else
-                               shipdamage(&vship, dam);
-                       if (vict) {
-                               wu(0, vict,
-                                  "Country #%d shelled %s in %s for %d damage.\n",
-                                  player->cnum, prship(&vship),
-                                  xyas(vship.shp_x, vship.shp_y, vict),
-                                  dam);
-                       }
-                       pr("Shell%s hit %s in %s for %d damage.\n",
-                          splur(shots), prsub(&vship),
-                          xyas(vship.shp_x, vship.shp_y, player->cnum),
-                          dam);
-                       
-                       if (vship.shp_effic < SHIP_MINEFF)
-                               pr("%s sunk!\n", prsub(&vship));
-                       
-                       break ;
+    while (nxtitem(&nbst, &item)) {
+       if (type == EF_LAND) {
+           if (!getland(item.land.lnd_uid, &fland))
+               continue;
+           if (!getsect(item.land.lnd_x, item.land.lnd_y, &fsect))
+               continue;
+           if (item.land.lnd_own != player->cnum)
+               continue;
+
+           if (lchr[fland.lnd_type].l_dam == 0) {
+               pr("Unit %d cannot fire!\n", fland.lnd_uid);
+               continue;
+           }
+           if (fland.lnd_item[I_MILIT] < 1) {
+               pr("Unit %d cannot fire because it has no military!\n",
+                  fland.lnd_uid);
+               continue;
+           }
+           if (fland.lnd_ship >= 0) {
+               pr("Unit %d cannot fire because it is on a ship!\n",
+                  fland.lnd_uid);
+               continue;
+           }
+           if (fland.lnd_land >= 0) {
+               pr("Unit %d cannot fire because it is on a land unit!\n",
+                  fland.lnd_uid);
+               continue;
+           }
+           if (fland.lnd_effic < LAND_MINFIREEFF) {
+               pr("Unit %d cannot fire because it is less than %d%% efficient\n",
+                  fland.lnd_uid, LAND_MINFIREEFF);
+               continue;
+           }
+           if (fland.lnd_item[I_SHELL] == 0) {
+               pr("%s -- not enough shells\n", prland(&fland));
+               continue;
+           }
+           fx = fland.lnd_x;
+           fy = fland.lnd_y;
+       } else if (type == EF_SHIP) {
+           if (!getship(item.ship.shp_uid, &fship))
+               continue;
+           if (item.ship.shp_own != player->cnum)
+               continue;
+           if (item.ship.shp_item[I_MILIT] < 1) {
+               pr("Not enough mil on ship #%d\n", item.ship.shp_uid);
+               continue;
+           }
+           if (mchr[item.ship.shp_type].m_glim == 0) {
+               pr("Ships %d cannot fire guns!\n", item.ship.shp_uid);
+               continue;
+           }
+           if (item.ship.shp_item[I_GUN] == 0) {
+               pr("Not enough guns on ship #%d\n", item.ship.shp_uid);
+               continue;
+           }
+           if (item.ship.shp_item[I_SHELL] == 0) {
+               pr("Not enough shells on ship #%d\n", item.ship.shp_uid);
+               continue;
+           }
+           if (item.ship.shp_effic < 60) {
+               pr("Ship #%d is crippled!\n", item.ship.shp_uid);
+               continue;
+           }
+           fx = fship.shp_x;
+           fy = fship.shp_y;
+       } else {
+           if (!getsect(item.sect.sct_x, item.sect.sct_y, &fsect))
+               continue;
+           if (item.sect.sct_own != player->cnum)
+               continue;
+           if (item.sect.sct_type != SCT_FORTR)
+               continue;
+           if (item.sect.sct_effic < FORTEFF) {
+               pr("Fort not efficient enough to fire!\n");
+               continue;
+           }
+           if (item.sect.sct_item[I_GUN] == 0) {
+               pr("Not enough guns in sector %s!\n",
+                  xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
+               continue;
+           }
+           if (item.sect.sct_item[I_SHELL] == 0) {
+               pr("Not enough shells in sector %s!\n",
+                  xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
+               continue;
+           }
+           if (item.sect.sct_item[I_MILIT] < 5) {
+               pr("Not enough military in sector %s!\n",
+                  xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
+               continue;
+           }
+           pr("\nSector %s firing\n",
+              xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
+           fx = fsect.sct_x;
+           fy = fsect.sct_y;
+       }
+
+       ptr = getstarg(player->argp[3], "Firing at? ", buf);
+       if (!ptr)
+           return RET_FAIL;
+       if (!*ptr)
+           continue;
+       if (!issector(ptr)) {
+           vshipno = atoi(ptr);
+           if (vshipno < 0 || !getship(vshipno, &vship) ||
+               (!vship.shp_own)) {
+               pr("No such ship exists!\n");
+               continue;
+           }
+           target = (mchr[(int)vship.shp_type].m_flags & M_SUB) ?
+               targ_sub : targ_ship;
+           vict = vship.shp_own;
+           x = vship.shp_x;
+           y = vship.shp_y;
+           if (!getsect(x, y, &vsect)) {
+               pr("No such sector exists!\n");
+               continue;
+           }
+       } else {
+           if (!sarg_xy(ptr, &x, &y) || !getsect(x, y, &vsect)) {
+               pr("No such sector exists!\n");
+               continue;
+           }
+           /* We check the sector type, but we only use it for damage, not
+              reporting.  That way, you don't get extra information you wouldn't
+              normally get.  Besides, what if they want to slam water? :)  */
+           if (vsect.sct_type == SCT_SANCT || vsect.sct_type == SCT_WATER)
+               target = targ_bogus;
+           else
+               target = targ_land;
+           vict = vsect.sct_own;
+           x = vsect.sct_x;
+           y = vsect.sct_y;
+       }
+
+       trange = mapdist(x, y, fx, fy);
+
+       if (type == EF_SHIP) {
+           if (!check_ship_ok(&fship))
+               return RET_FAIL;
+           if (fship.shp_own != player->cnum) {
+               pr("Not your ship!\n");
+               continue;
+           }
+           if (target == targ_sub || target == targ_ship) {
+               if (fship.shp_uid == vship.shp_uid) {
+                   pr("You can't fire upon yourself!\n");
+                   continue;
                }
-               /*  Ok, now, check if we had a bogus target.  If so,
-                   just continue on, since there is no defender. */
-               if (target == targ_bogus)
-                       continue;
-               if (attacker == targ_unit){
-                       attacker = targ_land;
-                       getsect(fland.lnd_x,fland.lnd_y,&fsect);
+           }
+           if (fship.shp_item[I_MILIT] < 1) {
+               pr("Not enough military for firing crew.\n");
+               continue;
+           }
+           if (fship.shp_effic < 60) {
+               pr("Ship #%d is crippled (%d%%)\n",
+                  fship.shp_uid, fship.shp_effic);
+               continue;
+           }
+           range = shp_fire_range(&fship);
+           range2 = roundrange(range);
+           pr("range is %d.00 (%.2f)\n", range2, range);
+           if (target == targ_sub
+               && trange <= range2
+               && (mchr[(int)fship.shp_type].m_flags & M_DCH)) {
+               dam = shp_dchrg(&fship);
+           } else {
+               if (target == targ_sub)
+                   /* Don't tell it's a sub */
+                   range2 = -1;
+               if (fship.shp_item[I_GUN] == 0) {
+                   pr("Insufficient arms.\n");
+                   continue;
                }
-               totaldefdam=defend(&fired,&defended,target,attacker,&vsect,&fsect,&vship,&fship,fx,fy,&ndefending);
-               switch (target) {
-               case targ_land:
-                       putsect(&vsect);
-                       break ;
-               default:
-                       putship(vship.shp_uid, &vship);
-                       break ;
+               dam = shp_fire(&fship);
+           }
+           putship(fship.shp_uid, &fship);
+           if (dam <= 0) {
+               pr("Klick!     ...\n");
+               continue;
+           }
+           if (opt_NOMOBCOST == 0) {
+               fship.shp_mobil = MAX(fship.shp_mobil - 15, -100);
+               putship(fship.shp_uid, &fship);
+           }
+       } else if (type == EF_LAND) {
+           if (!check_land_ok(&fland))
+               return RET_FAIL;
+           if (fland.lnd_own != player->cnum) {
+               pr("Not your unit!\n");
+               continue;
+           }
+
+           if (target == targ_land) {
+               if (fland.lnd_x == vsect.sct_x
+                   && fland.lnd_y == vsect.sct_y) {
+                   pr("You can't fire upon yourself!\n");
+                   continue;
                }
-               if ((totaldefdam == 0) && (target == targ_ship))
-                       if (vship.shp_rflags & RET_INJURED)
-                               retreat_ship(&vship,'h');
-               switch (attacker) {
-               case targ_land:
-                       putsect(&fsect);
-                       break ;
-               default:
-                       if ((target == targ_ship) || (target == targ_sub)) {
-                               if (fship.shp_effic > SHIP_MINEFF) {
-                                       shp_missdef(&fship, vict);
-                               };
-                       };
-                       putship(fship.shp_uid, &fship);
-                       break ;
+           }
+
+           if (lchr[fland.lnd_type].l_dam == 0) {
+               pr("Unit %d cannot fire!\n", fland.lnd_uid);
+               continue;
+           }
+           if (fland.lnd_item[I_GUN] == 0) {
+               pr("%s -- not enough guns\n", prland(&fland));
+               continue;
+           }
+
+           range = lnd_fire_range(&fland);
+           range2 = roundrange(range);
+           pr("range is %d.00 (%.2f)\n", range2, range);
+           if (target == targ_sub) {
+               /* Don't tell it's a sub */
+               range2 = -1;
+           }
+
+           dam = lnd_fire(&fland);
+           putland(fland.lnd_uid, &fland);
+           if (dam < 0) {
+               pr("Klick!     ...\n");
+               continue;
+           }
+           if (target == targ_ship) {
+               if (chance(lnd_acc(&fland) / 100.0))
+                   dam = ldround(dam / 2.0, 1);
+           }
+       } else {
+           if (!check_sect_ok(&fsect))
+               return RET_FAIL;
+           if (fsect.sct_own != player->cnum ||
+               fsect.sct_type != SCT_FORTR) {
+               pr("No fortress at %s\n",
+                  xyas(fsect.sct_x, fsect.sct_y, player->cnum));
+               continue;
+           }
+           if (target == targ_land) {
+               if (fsect.sct_x == vsect.sct_x
+                   && fsect.sct_y == vsect.sct_y) {
+                   pr("You can't fire upon yourself!\n");
+                   continue;
                }
+           }
+           if (fsect.sct_item[I_GUN] == 0) {
+               pr("Insufficient arms.\n");
+               continue;
+           }
+           if (fsect.sct_item[I_MILIT] < 5) {
+               pr("Not enough military for firing crew.\n");
+               continue;
+           }
+           dam = fort_fire(&fsect);
+           putsect(&fsect);
+           if (dam < 0) {
+               pr("Klick!     ...\n");
+               continue;
+           }
+           range = fortrange(&fsect);
+           range2 = roundrange(range);
+           pr("range is %d.00 (%.2f)\n", range2, range);
+           if (target == targ_sub) {
+               /* Don't tell it's a sub */
+               range2 = -1;
+           }
+       }
+       if (trange > range2) {
+           pr("Target out of range.\n");
+           switch (type) {
+           case EF_SECTOR:
+               putsect(&fsect);
+               break;
+           case EF_LAND:
+               fland.lnd_mission = 0;
+               putland(fland.lnd_uid, &fland);
+               break;
+           case EF_SHIP:
+               fship.shp_mission = 0;
+               putship(fship.shp_uid, &fship);
+               break;
+           default:
+               CANT_REACH();
+           }
+           continue;
+       }
+       switch (target) {
+       case targ_ship:
+           if (!trechk(player->cnum, vict, SEAFIR))
+               continue;
+           break;
+       case targ_sub:
+           if (!trechk(player->cnum, vict, SUBFIR))
+               continue;
+           break;
+       case targ_land:
+           if (!trechk(player->cnum, vict, LANFIR))
+               continue;
+           break;
+       default:
+           break;
+       }
+
+       nfiring++;
+       switch (target) {
+       case targ_sub:
+           pr_beep();
+           pr("Kawhomp!!!\n");
+           break;
+       default:
+           pr_beep();
+           pr("Kaboom!!!\n");
+           break;
+       }
+       switch (target) {
+       case targ_bogus:
+       case targ_land:
+           nreport(player->cnum, N_SCT_SHELL, vict, 1);
+           if (vict && vict != player->cnum)
+               wu(0, vict,
+                  "Country #%d shelled sector %s for %d damage.\n",
+                  player->cnum, xyas(x, y, vict), dam);
+           pr("Shells hit sector %s for %d damage.\n",
+              xyas(x, y, player->cnum), dam);
+           break;
+       case targ_ship:
+           nreport(player->cnum, N_SHP_SHELL, vict, 1);
+           /* fall through */
+       default:
+           if (vict) {
+               wu(0, vict,
+                  "Country #%d shelled %s in %s for %d damage.\n",
+                  player->cnum, prship(&vship),
+                  xyas(vship.shp_x, vship.shp_y, vict), dam);
+           }
+           pr("Shells hit %s in %s for %d damage.\n",
+              prsub(&vship),
+              xyas(vship.shp_x, vship.shp_y, player->cnum), dam);
+           break;
+       }
+       /*  Ok, now, check if we had a bogus target.  If so,
+          just continue on, since there is no defender. */
+       if (target == targ_bogus)
+           continue;
+       attgp = &item.gen;
+       if (type == EF_LAND) {
+           getsect(fland.lnd_x, fland.lnd_y, &fsect);
+           attgp = (struct empobj *)&fsect;
+       }
+       totaldefdam = defend(&fired, &defended, attgp, vict, &ndefending);
+       switch (target) {
+       case targ_land:
+           getsect(x, y, &vsect);
+           sectdamage(&vsect, dam);
+           putsect(&vsect);
+           break;
+       default:
+           getship(vshipno, &vship);
+           check_retreat_and_do_shipdamage(&vship, dam);
+           if (vship.shp_effic < SHIP_MINEFF)
+               pr("%s sunk!\n", prsub(&vship));
+           else if (target == targ_sub
+               && (vship.shp_rflags & RET_DCHRGED)
+               && !(vship.shp_rflags & RET_INJURED))
+               retreat_ship(&vship, 'd');
+           putship(vship.shp_uid, &vship);
+           break;
+       }
+       if (totaldefdam == 0 && target == targ_ship
+           && (vship.shp_rflags & RET_HELPLESS)
+           && !(vship.shp_rflags & RET_INJURED))
+           retreat_ship(&vship, 'h');
+       switch (attgp->ef_type) {
+       case EF_SECTOR:
+           putsect(&fsect);
+           break;
+       case EF_SHIP:
+           if ((target == targ_ship) || (target == targ_sub)) {
+               if (fship.shp_effic > SHIP_MINEFF) {
+                   shp_missdef(&fship, vict);
+               };
+           };
+           putship(fship.shp_uid, &fship);
+           break;
+       default:
+           CANT_REACH();
+       }
     }
-    
-    use_ammo(&defended);
+
+    free_flist(&defended);
     if (nfiring)
-               odds = ((double)ndefending)/((double)nfiring);
+       odds = ((double)ndefending) / ((double)nfiring);
     else
-               odds = 1.0;
+       odds = 1.0;
     do_defdam(&fired, odds);
     return RET_OK;
 }
 
 static int
-defend(struct emp_qelem *al, struct emp_qelem *dl, enum targ_type target, enum targ_type attacker, struct sctstr *vsect, struct sctstr *fsect, struct shpstr *vship, struct shpstr *fship, int fx, int fy, int *nd)
+defend(struct emp_qelem *al, struct emp_qelem *dl,
+       struct empobj *attgp, natid vict, int *nd)
 {
-    
-    int        dam;
-    int        vict, nfiring=0;
-    struct flist *fp;
-    int        aown;
-    
-    if (attacker == targ_land)
-               aown = fsect->sct_own;
-    else
-               aown = fship->shp_own;
-    
-    if (target == targ_land)
-               vict = vsect->sct_own;
-    else
-               vict = vship->shp_own;
-    
-    if (0 != (dam = quiet_bigdef(attacker,dl,vict,aown,fx,fy,&nfiring))) {
-               if (nfiring > *nd)
-                       *nd = nfiring;
-               fp = (struct flist *)malloc(sizeof(struct flist));
-               bzero((s_char *)fp,sizeof(struct flist));
-               fp->defdam = dam;
-               fp->victim = vict;
-               switch (attacker) {
-               case targ_land:
-                       fp->x = fsect->sct_x;
-                       fp->y = fsect->sct_y;
-                       fp->type = targ_land;
-                       break ;
-               default:
-                       fp->type = targ_ship;
-                       fp->uid = fship->shp_uid;
-                       break ;
-               }
-               emp_insque(&fp->queue,al);
+    int dam;
+    int nfiring = 0;
+
+    dam = quiet_bigdef(attgp->ef_type, dl, vict,
+                      attgp->own, attgp->x, attgp->y, &nfiring);
+    if (dam) {
+       if (nfiring > *nd)
+           *nd = nfiring;
+       add_to_flist(al, attgp, dam, vict);
     }
-    
-    return(dam);
+
+    return dam;
 }
 
-void
+static void
 do_defdam(struct emp_qelem *list, double odds)
 {
-    
-    int        dam, vict,first=1;
-    struct     flist *fp;
-    struct     shpstr ship;
-    struct     sctstr sect;
-    struct     emp_qelem *qp, *next;
-    
-    for (qp = list->q_forw; qp != list; qp = next){
-               next = qp->q_forw;
-               fp = (struct flist *)qp;
-               if (fp->type == targ_ship) {
-                       if (!getship(fp->uid, &ship) ||
-                               !ship.shp_own)
-                               continue;
-               }
-               if (first){
-                       pr_beep();
-                       pr("\nDefenders fire back!\n");
-                       first=0;
-               }
-               dam = (odds * (double)fp->defdam);
-               
-               if (fp->type == targ_ship){
-                       vict = fp->victim;
-                       pr(
-                               "Return fire hit %s in %s for %d damage.\n",
-                               prship(&ship), 
-                               xyas(ship.shp_x, ship.shp_y, player->cnum),
-                               dam);
-                       if (vict)
-                               wu(0, vict,
-                                  "Return fire hit %s in %s for %d damage.\n",
-                                  prsub(&ship),
-                                  xyas(ship.shp_x, ship.shp_y, vict),
-                                  dam);
-                       shipdamage(&ship, dam);
-                       putship(ship.shp_uid,&ship);
-               }else{
-                       getsect(fp->x, fp->y, &sect);
-                       vict = fp->victim;
-                       pr("Return fire hit sector %s for %d damage.\n",
-                          xyas(fp->x, fp->y, player->cnum), dam);
-                       sectdamage(&sect, dam, 0);
-                       putsect(&sect);
-                       if (vict)
-                               wu(0, vict, "Return fire hit sector %s for %d damage.\n",
-                                  xyas(fp->x, fp->y, vict), dam);
-               }
-               emp_remque(&fp->queue);
-               free((s_char *)fp);
+
+    int dam, first = 1;
+    natid vict;
+    struct flist *fp;
+    struct shpstr ship;
+    struct sctstr sect;
+    struct emp_qelem *qp, *next;
+
+    for (qp = list->q_forw; qp != list; qp = next) {
+       next = qp->q_forw;
+       fp = (struct flist *)qp;
+       if (fp->type == EF_SHIP) {
+           if (!getship(fp->uid, &ship) || !ship.shp_own)
+               continue;
+       }
+       if (first) {
+           pr_beep();
+           pr("\nDefenders fire back!\n");
+           first = 0;
+       }
+       dam = odds * fp->defdam;
+
+       if (fp->type == EF_SHIP) {
+           vict = fp->victim;
+           pr("Return fire hit %s in %s for %d damage.\n",
+              prship(&ship),
+              xyas(ship.shp_x, ship.shp_y, player->cnum), dam);
+           if (vict)
+               wu(0, vict,
+                  "Return fire hit %s in %s for %d damage.\n",
+                  prsub(&ship), xyas(ship.shp_x, ship.shp_y, vict), dam);
+           shipdamage(&ship, dam);
+           putship(ship.shp_uid, &ship);
+       } else {
+           CANT_HAPPEN(fp->type != EF_SECTOR);
+           getsect(fp->x, fp->y, &sect);
+           vict = fp->victim;
+           pr("Return fire hit sector %s for %d damage.\n",
+              xyas(fp->x, fp->y, player->cnum), dam);
+           sectdamage(&sect, dam);
+           putsect(&sect);
+           if (vict)
+               wu(0, vict, "Return fire hit sector %s for %d damage.\n",
+                  xyas(fp->x, fp->y, vict), dam);
+       }
+       emp_remque(&fp->queue);
+       free(fp);
     }
 }
 
-int
-quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown, coord ax, coord ay, int *nfiring)
+static int
+quiet_bigdef(int type, struct emp_qelem *list, natid own, natid aown,
+            coord ax, coord ay, int *nfiring)
 {
-    int        nshot;
-    double     range, erange, hitchance;
-    struct     shpstr ship;
-    struct     lndstr land;
-    struct     nstr_item ni;
-    int        vec[I_MAX+1];
-    int        dam, dam2, rel, rel2;
-    double     tech;
-    struct     sctstr firing;
-    struct     nstr_sect ns;
-    struct     flist *fp;
-    double     techfact(int, double);
-    extern     int torpedo_damage;
-    int        gun;
-    
+    double erange;
+    struct shpstr ship;
+    struct lndstr land;
+    struct nstr_item ni;
+    int dam, dam2;
+    struct sctstr firing;
+    struct nstr_sect ns;
+    struct flist *fp;
+
     if (own == 0)
-               return 0;
+       return 0;
     dam = 0;
     snxtitem_dist(&ni, EF_SHIP, ax, ay, 8);
-    while (nxtitem(&ni, (caddr_t)&ship)){
-               if (ship.shp_own == 0)
-                       continue;
-               
-               if ((mchr[(int)ship.shp_type].m_flags & M_SUB) &&
-                       (attacker == targ_land))
-                       continue;
-               
-               rel = getrel(getnatp(ship.shp_own),own);
-               rel2 = getrel(getnatp(ship.shp_own),aown);
-               if ((ship.shp_own != own) &&
-                       ((rel != ALLIED) || (rel2 != AT_WAR)))
-                       continue;
-               /* Don't shoot yourself */
-               if (ship.shp_own == aown)
-                       continue;
-               if (ship.shp_effic < 60)
-                       continue;
-               if (getvec(VT_ITEM, vec, (caddr_t)&ship, EF_SHIP) < 0)
-                       continue;
-               
-               if (vec[I_MILIT] < 1)
-                       continue;
-               
-               if (mchr[(int)ship.shp_type].m_flags & M_SUB){
-                       if (vec[I_SHELL] < 3)
-                               vec[I_SHELL] += supply_commod(ship.shp_own,
-                                                                                         ship.shp_x,ship.shp_y,I_SHELL,
-                                                                                         3-vec[I_SHELL]);
-                       if (vec[I_SHELL] < 3)
-                               continue;
-                       if (vec[I_GUN] < 1)
-                               continue;
-/*
-  if (ship.shp_mobil <= 0)
-  continue;
-*/
-                       erange = ship.shp_effic*
-                               techfact(ship.shp_tech,
-                                                ((double)ship.shp_frnge))
-                               / 100.0;
-                       erange = (double)roundrange(erange);
-                       range = mapdist(ship.shp_x, ship.shp_y, ax, ay);
-                       if (range > erange)
-                               continue;
-                       if (!line_of_sight((s_char **)0, ship.shp_x, ship.shp_y, ax, ay))
-                               continue;
-                       
-                       (*nfiring)++;
-                       fp = (struct flist *)malloc(sizeof(struct flist));
-                       bzero((s_char *)fp,sizeof(struct flist));
-                       fp->type = targ_ship;
-                       fp->uid = ship.shp_uid;
-                       add_to_fired_queue(&fp->queue, list);
-/*
-  nreport(ship.shp_own, N_FIRE_BACK, player->cnum, 1);
-*/
-                       hitchance = DTORP_HITCHANCE(range, ship.shp_visib);
-                       if (!chance(hitchance))
-                               continue;
-                       
-                       dam += TORP_DAMAGE();
-               }else{
-                       range = techfact(ship.shp_tech, 
-                                                        ship.shp_frnge * ship.shp_effic / 200.0);
-                       range = (double)roundrange(range);
-                       if (range < ni.curdist)
-                               continue;
-                       /* must have gun, shell, and milit to fire */
-                       if (vec[I_SHELL] < 1)
-                               vec[I_SHELL] += supply_commod(ship.shp_own,
-                                                                                         ship.shp_x,ship.shp_y,I_SHELL,1);
-                       /* only need 1 shell, so don't check that */
-                       if (vec[I_SHELL] < 1)
-                               continue;
-                       nshot = min(vec[I_GUN],vec[I_MILIT]);
-                       nshot = min(nshot, ship.shp_glim);
-                       if (nshot == 0)
-                               continue;
-                       (*nfiring)++;
-                       fp = (struct flist *)malloc(sizeof(struct flist));
-                       bzero((s_char *)fp,sizeof(struct flist));
-                       fp->type = targ_ship;
-                       fp->uid = ship.shp_uid;
-                       add_to_fired_queue(&fp->queue, list);
-                       nreport(ship.shp_own, N_FIRE_BACK, player->cnum, 1);
-                       dam += seagun(ship.shp_effic,nshot);
-               }
+    while (nxtitem(&ni, &ship)) {
+       if (!feels_like_helping(ship.shp_own, own, aown))
+           continue;
+
+       if ((mchr[ship.shp_type].m_flags & M_SUB) && type != EF_SHIP)
+           continue;
+
+       if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
+           erange = torprange(&ship);
+           if (roundrange(erange) < ni.curdist)
+               continue;
+           if (!line_of_sight(NULL, ship.shp_x, ship.shp_y, ax, ay))
+               continue;
+           fp = search_flist(list, (struct empobj *)&ship);
+           if (fp)
+               dam2 = fp->defdam;
+           else {
+               dam2 = shp_torp(&ship, 0);
+               putship(ship.shp_uid, &ship);
+           }
+           if (dam2 < 0)
+               continue;
+           if (!chance(shp_torp_hitchance(&ship, ni.curdist)))
+               dam2 = 0;
+       } else {
+           erange = shp_fire_range(&ship);
+           if (roundrange(erange) < ni.curdist)
+               continue;
+           fp = search_flist(list, (struct empobj *)&ship);
+           if (fp)
+               dam2 = fp->defdam;
+           else {
+               dam2 = shp_fire(&ship);
+               putship(ship.shp_uid, &ship);
+           }
+           if (dam2 < 0)
+               continue;
+           nreport(ship.shp_own, N_FIRE_BACK, player->cnum, 1);
+       }
+       (*nfiring)++;
+       if (!fp)
+           add_to_flist(list, (struct empobj *)&ship, dam2, 0);
+       dam += dam2;
     }
     snxtitem_dist(&ni, EF_LAND, ax, ay, 8);
-    while (nxtitem(&ni, (caddr_t)&land)){
-               if (land.lnd_own == 0)
-                       continue;
-               if (land.lnd_effic < LAND_MINFIREEFF)
-                       continue;
-               /* Can't fire if on a ship */
-               if (land.lnd_ship >= 0)
-                       continue;
-               if (land.lnd_land >= 0)
-                       continue;
-               /* Gotta have military */
-               if (lnd_getmil(&land) < 1)
-                       continue;
-               /* Don't shoot yourself */
-               if (land.lnd_own == aown)
-                       continue;
-               
-               rel = getrel(getnatp(land.lnd_own),own);
-               rel2 = getrel(getnatp(land.lnd_own),aown);
-               
-               if ((land.lnd_own != own) &&
-                       ((rel != ALLIED) || (rel2 != AT_WAR)))
-                       continue;
-               
-               
-               range = techfact((int)land.lnd_tech,
-                                                (double)land.lnd_frg / 2.0);
-               range = (double)roundrange(range);
-               if (range < ni.curdist)
-                       continue;
-               
-               resupply_all(&land);
-               if (!has_supply(&land))
-                       continue;
-               
-               if (getvec(VT_ITEM, vec, (caddr_t)&land, EF_LAND) < 0)
-                       continue;
-               
-               if (vec[I_MILIT] == 0 || vec[I_SHELL] == 0 || vec[I_GUN] == 0)
-                       continue;
+    while (nxtitem(&ni, &land)) {
+       if (!feels_like_helping(land.lnd_own, own, aown))
+           continue;
 
-               dam2 = (int)landunitgun(land.lnd_effic, land.lnd_dam, vec[I_GUN],
-                                                               land.lnd_ammo, vec[I_SHELL]);
+       erange = lnd_fire_range(&land);
+       if (roundrange(erange) < ni.curdist)
+           continue;
 
-               (*nfiring)++;
-               fp = (struct flist *)malloc(sizeof(struct flist));
-               bzero((s_char *)fp,sizeof(struct flist));
-               fp->type = targ_unit;
-               fp->uid = land.lnd_uid;
-               add_to_fired_queue(&fp->queue, list);
-               use_supply(&land);
-               putland(land.lnd_uid, &land);
-               nreport(land.lnd_own, N_FIRE_BACK, player->cnum, 1);
-               dam += dam2;
+       fp = search_flist(list, (struct empobj *)&land);
+       if (fp)
+           dam2 = fp->defdam;
+       else {
+           dam2 = lnd_fire(&land);
+           putland(land.lnd_uid, &land);
+       }
+       if (dam2 < 0)
+           continue;
+
+       (*nfiring)++;
+       if (!fp)
+           add_to_flist(list, (struct empobj *)&land, dam2, 0);
+       nreport(land.lnd_own, N_FIRE_BACK, player->cnum, 1);
+       if (type == EF_SHIP) {
+           if (chance(lnd_acc(&land) / 100.0))
+               dam2 = ldround(dam2 / 2.0, 1);
+       }
+       dam += dam2;
     }
-    
+
     /*
      * Determine if any nearby gun-equipped sectors are within
      * range and able to fire at an attacker.  Firing sectors
      * need to have guns, shells, and military.  Sector being
      * attacked is x,y -- attacker is at ax,ay.
      */
-    
-       if (!opt_NO_FORT_FIRE) {
-               snxtsct_dist(&ns, ax, ay, 8);
-               while (nxtsct(&ns, &firing)){
-                       
-                       if (firing.sct_type != SCT_FORTR)
-                               continue;
-                       if (firing.sct_own == 0)
-                               continue;
-                       rel = getrel(getnatp(firing.sct_own),own);
-                       rel2 = getrel(getnatp(firing.sct_own),aown);
-                       
-                       if ((firing.sct_own != own) &&
-                               ((rel != ALLIED) || (rel2 != AT_WAR)))
-                               continue;
-                       /* Don't shoot yourself */
-                       if (firing.sct_own == aown)
-                               continue;
-                       tech = tfactfire(firing.sct_own, 1.0);
-                       range = tech * 7.0;
-                       if (firing.sct_effic > 59)  /* fort bonus */ 
-                               range++; 
-                       range = (double)roundrange(range);
-                       if (range < ns.curdist)
-                               continue;
-                       if (getvec(VT_ITEM, vec, (caddr_t)&firing, EF_SECTOR) < 0)
-                               continue;
-                       if (vec[I_SHELL] < 1)
-                               vec[I_SHELL] += supply_commod(firing.sct_own,
-                                                                                         firing.sct_x,firing.sct_y,I_SHELL,1);
-                       if (vec[I_GUN] == 0 || vec[I_MILIT] < 5 || vec[I_SHELL] == 0)
-                               continue;
-                       (*nfiring)++;
-                       fp = (struct flist *)malloc(sizeof(struct flist));
-                       bzero((s_char *)fp,sizeof(struct flist));
-                       fp->x = firing.sct_x;
-                       fp->y = firing.sct_y;
-                       fp->type = targ_land;
-                       add_to_fired_queue(&fp->queue, list);
-                       nreport(firing.sct_own, N_FIRE_BACK, player->cnum, 1);
-                       gun = vec[I_GUN];
-                       if (gun > 7)
-                               gun = 7;
-                       dam += landgun((int)firing.sct_effic,gun);
-               }
+
+    if (!opt_NO_FORT_FIRE) {
+       snxtsct_dist(&ns, ax, ay, 8);
+       while (nxtsct(&ns, &firing)) {
+           if (!feels_like_helping(firing.sct_own, own, aown))
+               continue;
+
+           erange = fortrange(&firing);
+           if (roundrange(erange) < ns.curdist)
+               continue;
+
+           fp = search_flist(list, (struct empobj *)&firing);
+           if (fp)
+               dam2 = fp->defdam;
+           else {
+               dam2 = fort_fire(&firing);
+               putsect(&firing);
+           }
+           if (dam2 < 0)
+               continue;
+           (*nfiring)++;
+           if (!fp)
+               add_to_flist(list, (struct empobj *)&firing, dam2, 0);
+           nreport(firing.sct_own, N_FIRE_BACK, player->cnum, 1);
+           dam += dam2;
        }
+    }
 
-    return ((*nfiring) == 0 ? 0 : (dam/(*nfiring)));
+    return *nfiring == 0 ? 0 : dam / *nfiring;
 }
 
-void
-use_ammo(struct emp_qelem *list)
+static void
+add_to_flist(struct emp_qelem *list,
+            struct empobj *gp, int dam, natid victim)
 {
-    struct emp_qelem   *qp, *next;
-    struct flist       *fp;
-    struct shpstr      ship;
-    struct lndstr      land;
-    struct sctstr      sect;
-    int                shell, type;
-    s_char             *ptr;
-    double             mobcost;
-    struct mchrstr     *mcp;
-    
-    /* use 1 shell from everyone */
-    for (qp = list->q_forw; qp != list; qp = next){
-               next = qp->q_forw;
-               fp = (struct flist *)qp;
-               if (fp->type == targ_ship){
-                       getship(fp->uid,&ship);
-                       ptr = (s_char *)&ship;
-                       type = EF_SHIP;
-                       if (mchr[(int)ship.shp_type].m_flags & M_SUB){
-                               shell = getvar(V_SHELL, ptr, type);
-                               shell--;
-                               if (shell<0)
-                                       shell=0;
-                               putvar(V_SHELL, shell, ptr, type);
-                               putship(ship.shp_uid, &ship);
-                               mcp = &mchr[(int)ship.shp_type];
-                               mobcost = ship.shp_effic * 0.01 * ship.shp_speed;
-                               mobcost = (480.0 / (mobcost +
-                                                                       techfact(ship.shp_tech, mobcost)));
-                               /* mob cost = 1/2 a sect's mob */
-                               mobcost /= 2.0;
-                               ship.shp_mobil -= mobcost;
-                       }
-               }else if (fp->type == targ_land){
-                       getsect(fp->x,fp->y,&sect);
-                       ptr = (s_char *)&sect;
-                       type = EF_SECTOR;
-               }else{
-                       getland(fp->uid,&land);
-                       ptr = (s_char *)&land;
-                       type = EF_LAND;
-               }
-               shell = getvar(V_SHELL, ptr, type);
-               shell--;
-               if (shell<0)
-                       shell=0;
-               putvar(V_SHELL, shell, ptr, type);
-               if (fp->type == targ_ship)
-                       putship(ship.shp_uid,&ship);
-               else if (fp->type == targ_land)
-                       putsect(&sect);
-               else
-                       putland(land.lnd_uid,&land);
-               
-               emp_remque(&fp->queue);
-               free((s_char *)fp);
-    }
-    
+    struct flist *fp;
+
+    fp = malloc(sizeof(struct flist));
+    fp->type = gp->ef_type;
+    fp->uid = gp->uid;
+    fp->x = gp->x;
+    fp->y = gp->y;
+    fp->defdam = dam;
+    fp->victim = victim;
+    emp_insque(&fp->queue, list);
 }
 
-void
-add_to_fired_queue(struct emp_qelem *elem, struct emp_qelem *list)
+static void
+free_flist(struct emp_qelem *list)
 {
-    struct emp_qelem   *qp;
-    struct flist       *fp, *ep;
-    int                bad=0;
-    
-    ep = (struct flist *)elem;
-    
-    /* Don't put them on the list if they're already there */
-    for (qp = list->q_forw; qp != list; qp = qp->q_forw){
-               fp = (struct flist *)qp;
-               if ((fp->type == targ_ship) && (fp->uid == ep->uid))
-                       bad=1;
-               if ((fp->type != targ_ship) && (fp->x == ep->x) &&
-                       (fp->y == ep->y))
-                       bad=1;
+    struct emp_qelem *qp, *next;
+    struct flist *fp;
+
+    for (qp = list->q_forw; qp != list; qp = next) {
+       next = qp->q_forw;
+       fp = (struct flist *)qp;
+       emp_remque(&fp->queue);
+       free(fp);
     }
-    
-    if (!bad)
-               emp_insque(elem, list);
+}
+
+static int
+uid_eq(struct emp_qelem *elem, void *key)
+{
+    return ((struct flist *)elem)->uid == ((struct empobj *)key)->uid;
+}
+
+static struct flist *
+search_flist(struct emp_qelem *list, struct empobj *gp)
+{
+    return (struct flist *)emp_searchque(list, gp, uid_eq);
 }