/*
* 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, §);
- vict = fp->victim;
- pr("Return fire hit sector %s for %d damage.\n",
- xyas(fp->x, fp->y, player->cnum), dam);
- sectdamage(§, dam, 0);
- putsect(§);
- 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, §);
+ vict = fp->victim;
+ pr("Return fire hit sector %s for %d damage.\n",
+ xyas(fp->x, fp->y, player->cnum), dam);
+ sectdamage(§, dam);
+ putsect(§);
+ 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,§);
- ptr = (s_char *)§
- 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(§);
- 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);
}