Factor out common ship gun fire code into shp_fire()
This takes care of a number of bugs / inconsistencies: * Ships with zero firing range could return fire and fire support, but not fire actively or interdict. Fix by testing for gun limit instead in multifire() and mission(). No ships in the stock game are affected. * Required gun crew was inconsistent: multifire() let N military fire max(1,floor(N/2)) guns for active fire. Ditto perform_mission() for interdiction. quiet_bigdef() let them fire N guns for returning gun fire. Ditto sd() for firing support and firing at boarding parties. fire_dchrg() let them fire floor(N/2) for returning fire to torpedoes. Unify to let N military fire floor((N+1)/2) guns. * Shell use was inconsistent: sd() and perform_mission() used one shell per gun, everything else one per two guns. Unify to one shell per two guns. * Shell resupply bugs: multifire() got two shells regardless of actual ammo use. quiet_bigdef() got one shell (but use_ammo() uses only one, which is a bug). sd() and perform_mission() resupplied before checking all other requirements and could thus get more shells than actually needed.
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7 changed files with 65 additions and 109 deletions
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@ -184,5 +184,6 @@ extern int m_frnge(struct mchrstr *, int);
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extern int m_glim(struct mchrstr *, int);
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extern int shp_dchrg(struct shpstr *);
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extern int shp_fire(struct shpstr *);
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#endif
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@ -82,7 +82,6 @@ multifire(void)
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int gun;
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int shell;
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int shots;
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double guneff;
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int dam;
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int totaldefdam = 0;
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int fshipno;
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@ -189,13 +188,11 @@ multifire(void)
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pr("Not enough mil on ship #%d\n", item.ship.shp_uid);
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continue;
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}
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gun = item.ship.shp_item[I_GUN];
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gun = MIN(gun, item.ship.shp_glim);
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if (item.ship.shp_frnge == 0) {
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if (item.ship.shp_glim == 0) {
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pr("Ships %d cannot fire guns!\n", item.ship.shp_uid);
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continue;
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}
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if (gun == 0) {
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if (item.ship.shp_item[I_GUN] == 0) {
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pr("Not enough guns on ship #%d\n", item.ship.shp_uid);
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continue;
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}
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@ -328,29 +325,16 @@ multifire(void)
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if (target == targ_sub)
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/* Don't tell it's a sub */
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range2 = -1;
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gun = fship.shp_item[I_GUN];
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gun = MIN(gun, fship.shp_glim);
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if (fship.shp_frnge == 0 || gun == 0) {
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if (fship.shp_item[I_GUN] == 0) {
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pr("Insufficient arms.\n");
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continue;
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}
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shell = fship.shp_item[I_SHELL];
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shell += supply_commod(fship.shp_own,
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fship.shp_x, fship.shp_y,
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I_SHELL, 2 - shell);
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if (shell <= 0) {
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dam = shp_fire(&fship);
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putship(fship.shp_uid, &fship);
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if (dam <= 0) {
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pr("Klick! ...\n");
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continue;
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}
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gun = MIN(gun, shell * 2);
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gun = MIN(gun, mil / 2);
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gun = MAX(gun, 1);
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shots = gun;
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guneff = seagun(fship.shp_effic, shots);
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dam = (int)guneff;
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shell -= ldround(shots / 2.0, 1);
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fship.shp_item[I_SHELL] = shell;
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putship(fship.shp_uid, &fship);
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}
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if (opt_NOMOBCOST == 0) {
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fship.shp_mobil = MAX(fship.shp_mobil - 15, -100);
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@ -723,7 +707,7 @@ static int
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quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown,
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coord ax, coord ay, int *nfiring)
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{
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int nshot, range;
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int range;
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double erange, hitchance;
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struct shpstr ship;
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struct lndstr land;
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@ -753,16 +737,13 @@ quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown,
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/* Don't shoot yourself */
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if (ship.shp_own == aown)
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continue;
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if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
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if (ship.shp_effic < 60)
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continue;
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gun = ship.shp_item[I_GUN];
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shell = ship.shp_item[I_SHELL];
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if (ship.shp_item[I_MILIT] < 1)
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continue;
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if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
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if (shell < SHP_TORP_SHELLS)
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shell += supply_commod(ship.shp_own,
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ship.shp_x, ship.shp_y,
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@ -800,16 +781,9 @@ quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown,
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erange = effrange(ship.shp_frnge, ship.shp_tech);
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if (roundrange(erange) < ni.curdist)
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continue;
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/* must have gun, shell, and milit to fire */
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if (shell < 1)
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shell += supply_commod(ship.shp_own,
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ship.shp_x, ship.shp_y, I_SHELL, 1);
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/* only need 1 shell, so don't check that */
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if (shell < 1)
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continue;
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nshot = MIN(gun, ship.shp_item[I_MILIT]);
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nshot = MIN(nshot, ship.shp_glim);
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if (nshot == 0)
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dam2 = shp_fire(&ship);
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/* no putship(&ship) because ammo is charged in use_ammo() */
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if (dam2 < 0)
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continue;
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(*nfiring)++;
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fp = malloc(sizeof(struct flist));
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@ -818,7 +792,7 @@ quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown,
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fp->uid = ship.shp_uid;
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add_to_fired_queue(&fp->queue, list);
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nreport(ship.shp_own, N_FIRE_BACK, player->cnum, 1);
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dam += seagun(ship.shp_effic, nshot);
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dam += dam2;
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}
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}
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snxtitem_dist(&ni, EF_LAND, ax, ay, 8);
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@ -221,7 +221,7 @@ mission(void)
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radius = desired_radius;
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if ((mission == MI_INTERDICT) && (type == EF_SHIP))
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if (mchr[(int)gp->type].m_frnge < 1) {
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if (mchr[(int)gp->type].m_glim == 0) {
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pr("%s: cannot fire at range!\n", obj_nameof(gp));
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continue;
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}
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@ -319,30 +319,12 @@ static void
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fire_dchrg(struct shpstr *sp, struct shpstr *targ, int ntargets)
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{
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int dam;
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int shells;
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int gun;
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double guneff;
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if ((mchr[(int)targ->shp_type].m_flags & M_SUB) == 0) {
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shells = sp->shp_item[I_SHELL];
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gun = sp->shp_item[I_GUN];
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gun = MIN(gun, sp->shp_glim);
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gun = MIN(gun, sp->shp_item[I_MILIT] / 2);
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shells += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
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I_SHELL, (gun + 1) / 2 - shells);
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gun = MIN(gun, shells * 2);
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if (gun == 0)
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return;
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/* ok, all set.. now, we shoot */
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shells -= ldround(gun / 2.0, 1);
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sp->shp_item[I_SHELL] = shells;
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dam = shp_fire(sp);
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putship(sp->shp_uid, sp);
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guneff = seagun(sp->shp_effic, gun);
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dam = (int)guneff;
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if (dam < 0)
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return;
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if (ntargets > 2)
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dam /= ntargets / 2;
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@ -67,12 +67,10 @@ int
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sd(natid att, natid own, coord x, coord y, int noisy, int defending,
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int usesubs)
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{
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int nshot;
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int range;
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double eff;
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struct shpstr ship;
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struct nstr_item ni;
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int shell;
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int dam, rel, rel2;
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if (own == 0)
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@ -91,34 +89,23 @@ sd(natid att, natid own, coord x, coord y, int noisy, int defending,
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rel2 = getrel(getnatp(ship.shp_own), att);
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if ((ship.shp_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
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continue;
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if (ship.shp_effic < 60)
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continue;
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if ((mchr[(int)ship.shp_type].m_flags & M_SUB) && !usesubs)
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continue;
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range = roundrange(effrange(ship.shp_frnge, ship.shp_tech));
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if (range < ni.curdist)
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continue;
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/* must have gun, shell, and milit to fire */
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shell = ship.shp_item[I_SHELL];
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if (shell < ship.shp_glim)
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shell += supply_commod(ship.shp_own, ship.shp_x, ship.shp_y,
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I_SHELL, shell - ship.shp_glim);
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nshot = MIN(MIN(ship.shp_item[I_GUN], shell), ship.shp_item[I_MILIT]);
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nshot = MIN(nshot, ship.shp_glim);
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if (nshot <= 0)
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continue;
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ship.shp_item[I_SHELL] = shell - nshot;
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dam = shp_fire(&ship);
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putship(ship.shp_uid, &ship);
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if (dam < 0)
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continue;
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if (defending)
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nreport(ship.shp_own, N_FIRE_BACK, att, 1);
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else
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nreport(ship.shp_own, N_FIRE_S_ATTACK, att, 1);
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dam = seagun(ship.shp_effic, nshot);
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eff *= (1.0 - (0.01 * dam));
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if (noisy) {
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pr_beep();
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pr("Incoming shell%s %d damage!\n",
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nshot == 1 ? " does" : "s do", dam);
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pr("Incoming shells do %d damage!\n", dam);
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}
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if (noisy || (ship.shp_own != own)) {
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if (ship.shp_own == own)
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@ -101,6 +101,33 @@ fort_fire(struct sctstr *sp)
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return (int)fortgun(sp->sct_effic, guns);
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}
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/*
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* Fire from ship SP.
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* Use ammo, resupply if necessary.
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* Return damage if the ship fires, else -1.
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*/
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int
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shp_fire(struct shpstr *sp)
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{
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int guns, shells;
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if (sp->shp_effic < 60)
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return -1;
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guns = sp->shp_glim;
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guns = MIN(guns, sp->shp_item[I_GUN]);
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guns = MIN(guns, (sp->shp_item[I_MILIT] + 1) / 2);
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if (guns == 0)
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return -1;
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shells = sp->shp_item[I_SHELL];
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shells += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
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I_SHELL, (guns + 1) / 2 - shells);
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guns = MIN(guns, shells * 2);
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if (guns == 0)
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return -1;
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sp->shp_item[I_SHELL] = shells - (guns + 1) / 2;
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return (int)seagun(sp->shp_effic, guns);
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}
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/*
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* Drop depth-charges from ship SP.
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* Use ammo, resupply if necessary.
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@ -480,16 +480,10 @@ perform_mission(coord x, coord y, natid victim, struct emp_qelem *list,
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sp = (struct shpstr *)glp->thing;
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mcp = glp->cp;
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if (sp->shp_effic < 60)
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continue;
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if (sp->shp_frnge == 0)
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continue;
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if (((mission == MI_INTERDICT) ||
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(mission == MI_SINTERDICT)) &&
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(md > ship_max_interdiction_range))
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continue;
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if (sp->shp_item[I_MILIT] < 1)
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continue;
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/*
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if ((mcp->m_flags & M_SUB) &&
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(sect.sct_type != SCT_WATER))
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a sub. */
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if (*s != 's')
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continue;
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if (sp->shp_effic < 60)
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continue;
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if (sp->shp_frnge == 0)
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continue;
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if (sp->shp_item[I_MILIT] < 1)
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continue;
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if (sp->shp_mobil < 0)
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continue;
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gun = sp->shp_item[I_GUN];
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range = roundrange(effrange(sp->shp_frnge, sp->shp_tech));
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if (md > range)
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continue;
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if (mission == MI_SINTERDICT) {
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if (mission == MI_SINTERDICT)
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dam2 = shp_dchrg(sp);
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else
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dam2 = shp_fire(sp);
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putship(sp->shp_uid, sp);
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if (dam2 < 0)
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continue;
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} else {
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gun = sp->shp_item[I_GUN];
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gun = MIN(gun, sp->shp_glim);
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shell = sp->shp_item[I_SHELL];
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if (shell < gun)
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shell += supply_commod(sp->shp_own,
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sp->shp_x, sp->shp_y, I_SHELL,
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gun - shell);
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gun = MIN(gun, shell);
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gun = MIN(gun, sp->shp_item[I_MILIT] / 2.0);
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if (gun == 0)
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continue;
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gun = MAX(gun, 1);
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dam2 = seagun(sp->shp_effic, gun);
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sp->shp_item[I_SHELL] = shell - gun;
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putship(sp->shp_uid, sp);
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}
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if (range == 0.0)
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prb = 1.0;
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else
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