/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2009, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * landgun.c: Return values for land and ship gun firing damages
- *
+ * landgun.c: Fire weapons
+ *
* Known contributors to this file:
- * Markus Armbruster, 2006
+ * Markus Armbruster, 2006-2009
*/
#include <config.h>
+#include "damage.h"
#include "file.h"
+#include "land.h"
#include "nat.h"
#include "optlist.h"
#include "prototypes.h"
}
double
-landunitgun(int effic, int shots, int guns, int ammo, int shells)
+landunitgun(int effic, int guns)
{
- double d = 0.0;
+ double d;
- shots = MIN(shots, guns);
- while (shots-- > 0)
+ d = 0.0;
+ while (guns--)
d += 5.0 + random() % 6;
d *= effic * 0.01;
- if (shells < ammo && ammo != 0)
- d *= (double)shells / (double)ammo;
return d;
}
fort_fire(struct sctstr *sp)
{
int guns = sp->sct_item[I_GUN];
- int shells;
if (sp->sct_type != SCT_FORTR || sp->sct_effic < FORTEFF)
return -1;
if (sp->sct_item[I_MILIT] < 5 || guns == 0)
return -1;
- shells = sp->sct_item[I_SHELL];
- shells += supply_commod(sp->sct_own, sp->sct_x, sp->sct_y,
- I_SHELL, 1 - shells);
- if (shells == 0)
+ if (!sct_supply(sp, I_SHELL, 1))
return -1;
- sp->sct_item[I_SHELL] = shells - 1;
+ sp->sct_item[I_SHELL]--;
return (int)fortgun(sp->sct_effic, guns);
}
/*
- * Return effective firing range for range factor RNG at tech TLEV.
+ * Fire from ship SP.
+ * Use ammo, resupply if necessary.
+ * Return damage if the ship fires, else -1.
*/
-double
-effrange(int rng, double tlev)
+int
+shp_fire(struct shpstr *sp)
{
- /* FIXME don't truncate TLEV */
- return techfact((int)tlev, rng / 2.0);
+ int guns;
+
+ if (sp->shp_effic < 60)
+ return -1;
+ guns = shp_usable_guns(sp);
+ guns = MIN(guns, (sp->shp_item[I_MILIT] + 1) / 2);
+ if (guns == 0)
+ return -1;
+ shp_supply(sp, I_SHELL, (guns + 1) / 2);
+ guns = MIN(guns, sp->shp_item[I_SHELL] * 2);
+ if (guns == 0)
+ return -1;
+ sp->shp_item[I_SHELL] -= (guns + 1) / 2;
+ return (int)seagun(sp->shp_effic, guns);
}
/*
- * Return torpedo range for ship SP.
+ * Drop depth-charges from ship SP.
+ * Use ammo, resupply if necessary.
+ * Return damage if the ship drops depth-charges, else -1.
*/
-double
-torprange(struct shpstr *sp)
+int
+shp_dchrg(struct shpstr *sp)
{
- return effrange(sp->shp_frnge * 2, sp->shp_tech)
- * sp->shp_effic / 100.0;
+ int dchrgs;
+
+ if (sp->shp_effic < 60 || (mchr[sp->shp_type].m_flags & M_DCH) == 0)
+ return -1;
+ if (sp->shp_item[I_MILIT] == 0)
+ return -1;
+ shp_supply(sp, I_SHELL, 2);
+ dchrgs = MIN(2, sp->shp_item[I_SHELL]);
+ if (dchrgs == 0)
+ return -1;
+ sp->shp_item[I_SHELL] -= dchrgs;
+ return (int)seagun(sp->shp_effic, 2 * dchrgs - 1);
+}
+
+/*
+ * Fire torpedo from ship SP.
+ * Use ammo and mobility, resupply if necessary.
+ * Return damage if the ship fires, else -1.
+ */
+int
+shp_torp(struct shpstr *sp, int usemob)
+{
+ if (sp->shp_effic < 60 || (mchr[sp->shp_type].m_flags & M_TORP) == 0)
+ return -1;
+ if (sp->shp_item[I_MILIT] == 0 || sp->shp_item[I_GUN] == 0)
+ return -1;
+ if (usemob && sp->shp_mobil <= 0)
+ return -1;
+ if (!shp_supply(sp, I_SHELL, SHP_TORP_SHELLS))
+ return -1;
+ sp->shp_item[I_SHELL] -= SHP_TORP_SHELLS;
+ if (usemob)
+ sp->shp_mobil -= (int)shp_mobcost(sp) / 2.0;
+ return TORP_DAMAGE();
+}
+
+/*
+ * Fire from land unit LP.
+ * Use ammo, resupply if necessary.
+ * Return damage if the land unit fires, else -1.
+ */
+int
+lnd_fire(struct lndstr *lp)
+{
+ int guns, ammo, shells;
+ double d;
+
+ if (lp->lnd_effic < LAND_MINFIREEFF)
+ return -1;
+ if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
+ return -1;
+ if (lp->lnd_item[I_MILIT] == 0)
+ return -1;
+ guns = lnd_dam(lp);
+ guns = MIN(guns, lp->lnd_item[I_GUN]);
+ if (guns == 0)
+ return -1;
+ ammo = lchr[lp->lnd_type].l_ammo;
+ if (CANT_HAPPEN(ammo == 0))
+ ammo = 1;
+ lnd_supply(lp, I_SHELL, ammo);
+ shells = lp->lnd_item[I_SHELL];
+ if (shells == 0)
+ return -1;
+ d = landunitgun(lp->lnd_effic, guns);
+ if (shells < ammo) {
+ d *= (double)shells / (double)ammo;
+ ammo = shells;
+ }
+ lp->lnd_item[I_SHELL] -= ammo;
+ return d;
+}
+
+/*
+ * Return number of guns ship SP can fire.
+ */
+int
+shp_usable_guns(struct shpstr *sp)
+{
+ return MIN(shp_glim(sp), sp->shp_item[I_GUN]);
+}
+
+/*
+ * Return effective firing range for range factor RNG at tech TLEV.
+ */
+static double
+effrange(int rng, double tlev)
+{
+ /* FIXME don't truncate TLEV */
+ return techfact((int)tlev, rng / 2.0);
}
/*
return rng;
}
+/*
+ * Return firing range for ship SP.
+ */
+double
+shp_fire_range(struct shpstr *sp)
+{
+ return effrange(shp_frnge(sp), sp->shp_tech);
+}
+
+/*
+ * Return torpedo range for ship SP.
+ */
+double
+torprange(struct shpstr *sp)
+{
+ return effrange(shp_frnge(sp) * 2, sp->shp_tech)
+ * sp->shp_effic / 100.0;
+}
+
+/*
+ * Return hit chance for torpedo from ship SP at range RANGE.
+ */
+double
+shp_torp_hitchance(struct shpstr *sp, int range)
+{
+ return DTORP_HITCHANCE(range, shp_visib(sp));
+}
+
+/*
+ * Return firing range for land unit SP.
+ */
+double
+lnd_fire_range(struct lndstr *lp)
+{
+ return effrange(lnd_frg(lp), lp->lnd_tech);
+}
+
int
roundrange(double r)
{