/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1996-2000
- * Markus Armbruster, 2006-2010
+ * Markus Armbruster, 2006-2013
*/
#include <config.h>
#include <stdlib.h>
+#include "chance.h"
#include "damage.h"
#include "empobj.h"
#include "file.h"
* much of the code assumes that only the ship's owner can
* navigate it.
*/
- if (ship.shp_own != player->cnum)
+ if (!ship.shp_own || ship.shp_own != player->cnum)
continue;
mcp = &mchr[(int)ship.shp_type];
if (opt_MARKET) {
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
+ struct shpstr *sp;
struct sctstr sect;
- struct shpstr ship;
coord allx;
coord ally;
int first = 1;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
- getship(mlp->unit.ship.shp_uid, &ship);
- if (ship.shp_own != actor) {
+ sp = &mlp->unit.ship;
+ getship(sp->shp_uid, sp);
+ if (sp->shp_own != actor) {
mpr(actor, "%s was sunk at %s\n",
- prship(&ship), xyas(ship.shp_x, ship.shp_y, actor));
+ prship(sp), xyas(sp->shp_x, sp->shp_y, actor));
emp_remque((struct emp_qelem *)mlp);
free(mlp);
continue;
}
if (opt_SAIL) {
- if (*ship.shp_path && !update_running) {
+ if (*sp->shp_path && !update_running) {
shp_stays(actor, "has a sail path", mlp);
mpr(actor, "Use `sail <#> -' to reset\n");
continue;
}
}
/* check crew - uws don't count */
- if (ship.shp_item[I_MILIT] == 0 && ship.shp_item[I_CIVIL] == 0) {
+ if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) {
shp_stays(actor, "is crewless", mlp);
continue;
}
- if (!getsect(ship.shp_x, ship.shp_y, §)) {
+ if (!getsect(sp->shp_x, sp->shp_y, §)) {
shp_stays(actor, "was sucked into the sky by a strange looking spaceship", mlp); /* heh -KHS */
continue;
}
- switch (shp_check_nav(§, &ship)) {
+ switch (shp_check_nav(§, sp)) {
case CN_CONSTRUCTION:
shp_stays(actor, "is caught in a construction zone", mlp);
continue;
continue;
}
if (first) {
- allx = ship.shp_x;
- ally = ship.shp_y;
+ allx = sp->shp_x;
+ ally = sp->shp_y;
first = 0;
}
- if (ship.shp_x != allx || ship.shp_y != ally)
+ if (sp->shp_x != allx || sp->shp_y != ally)
*togetherp = 0;
- if (ship.shp_mobil + 1 < (int)mlp->mobil) {
- mlp->mobil = ship.shp_mobil;
+ if (sp->shp_mobil + 1 < (int)mlp->mobil) {
+ mlp->mobil = sp->shp_mobil;
}
if (mlp->mobil < *minmobp)
*minmobp = mlp->mobil;
if (mlp->mobil > *maxmobp)
*maxmobp = mlp->mobil;
- mlp->unit.ship = ship;
}
}
continue;
}
if (((struct mchrstr *)mlp->chrp)->m_cost * mlp->unit.ship.shp_effic >
- ((struct mchrstr *)mlp->chrp)->m_cost * mvs->unit.ship.shp_effic)
+ ((struct mchrstr *)mvs->chrp)->m_cost * mvs->unit.ship.shp_effic)
mvs = mlp;
}
return mvs;
teff = ship.shp_tech / (ship.shp_tech + 200.0);
/* raise 4.5 for better interception -KHS */
hitchance = (int)(gun * eff * teff * 4.5) - hardtarget;
- if (hitchance < 0)
- hitchance = 0;
- if (hitchance > 100)
- hitchance = 100;
- hit = roll(100) <= hitchance;
+ hitchance = LIMIT_TO(hitchance, 0, 100);
+ hit = pct_chance(hitchance);
mpr(bombown, "%s anti-missile system activated...%s\n",
cname(ship.shp_own),