/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2010, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2016, 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/>.
*
* ---
*
* landgun.c: Fire weapons
*
* Known contributors to this file:
- * Markus Armbruster, 2006-2009
+ * Markus Armbruster, 2006-2013
*/
#include <config.h>
+#include "chance.h"
#include "damage.h"
#include "file.h"
#include "land.h"
double d;
double g = MIN(guns, 7);
- d = (random() % 30 + 20.0) * (g / 7.0);
+ d = (roll(30) + 19.0) * (g / 7.0);
d *= effic / 100.0;
return d;
}
d = 0.0;
while (guns--)
- d += 10.0 + random() % 6;
+ d += 9.0 + roll(6);
d *= effic * 0.01;
return d;
}
d = 0.0;
while (guns--)
- d += 5.0 + random() % 6;
+ d += 4.0 + roll(6);
d *= effic * 0.01;
return d;
}
/*
- * Fire from fortress SP.
+ * Fire from fortress @sp.
* Use ammo, resupply if necessary.
* Return damage if the fortress fires, else -1.
*/
}
/*
- * Fire from ship SP.
+ * Fire from ship @sp.
* Use ammo, resupply if necessary.
* Return damage if the ship fires, else -1.
*/
}
/*
- * Drop depth-charges from ship SP.
+ * Drop depth-charges from ship @sp.
* Use ammo, resupply if necessary.
* Return damage if the ship drops depth-charges, else -1.
*/
if (sp->shp_effic < 60 || (mchr[sp->shp_type].m_flags & M_DCH) == 0)
return -1;
- if (sp->shp_item[I_MILIT] == 0)
+ if (sp->shp_item[I_MILIT] == 0 || sp->shp_item[I_GUN] == 0)
return -1;
shp_supply(sp, I_SHELL, 2);
dchrgs = MIN(2, sp->shp_item[I_SHELL]);
}
/*
- * Fire torpedo from ship SP.
- * Use ammo and mobility, resupply if necessary.
+ * Fire torpedo from ship @sp.
+ * Use ammo, resupply if necessary.
+ * Use mobility if @usemob is non-zero.
* Return damage if the ship fires, else -1.
*/
int
}
/*
- * Fire from land unit LP.
+ * Fire from land unit @lp.
* Use ammo, resupply if necessary.
* Return damage if the land unit fires, else -1.
*/
}
/*
- * Sabotage with land unit LP.
+ * Sabotage with land unit @lp, target has @item[] commodities.
* Use ammo.
* Return damage if the land unit sabotages, else -1.
*/
lp->lnd_item[I_SHELL]--;
dam = fortgun(3 * lp->lnd_effic, 7);
if (item[I_SHELL] > 20)
- dam += seagun(lp->lnd_effic, random() % (item[I_SHELL] / 10));
+ dam += seagun(lp->lnd_effic, roll0(item[I_SHELL] / 10));
if (item[I_PETROL] > 100)
- dam += seagun(lp->lnd_effic, random() % (item[I_PETROL] / 50));
+ dam += seagun(lp->lnd_effic, roll0(item[I_PETROL] / 50));
return dam;
}
/*
- * Return number of guns ship SP can fire.
+ * Return number of guns ship @sp can fire.
*/
int
shp_usable_guns(struct shpstr *sp)
}
/*
- * Return effective firing range for range factor RNG at tech TLEV.
+ * Return effective firing range for range factor @rng at tech @tlev.
*/
static double
effrange(int rng, double tlev)
}
/*
- * Return firing range for sector SP.
+ * Return firing range for sector @sp.
*/
double
fortrange(struct sctstr *sp)
}
/*
- * Return firing range for ship SP.
+ * Return firing range for ship @sp.
*/
double
shp_fire_range(struct shpstr *sp)
}
/*
- * Return torpedo range for ship SP.
+ * Return torpedo range for ship @sp.
*/
double
torprange(struct shpstr *sp)
}
/*
- * Return hit chance for torpedo from ship SP at range RANGE.
+ * Return hit chance for torpedo from ship @sp at range @range.
*/
double
shp_torp_hitchance(struct shpstr *sp, int range)
}
/*
- * Return firing range for land unit SP.
+ * Return firing range for land unit @lp.
*/
double
lnd_fire_range(struct lndstr *lp)