(sd, shp_missile_defense): Replace getvec() by direct, read-only item
access. This is correct, because the old code doesn't use the copy after it changes the original in the unit structure. (dd): Remove call of getvec() that has no effect.
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364f452a3c
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522f1cdf9a
2 changed files with 17 additions and 24 deletions
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@ -73,7 +73,7 @@ sd(natid att, natid own, coord x, coord y, int noisy, int defending,
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double eff;
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double eff;
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struct shpstr ship;
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struct shpstr ship;
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struct nstr_item ni;
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struct nstr_item ni;
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int vec[I_MAX + 1];
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int shell;
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int dam, rel, rel2;
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int dam, rel, rel2;
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if (own == 0)
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if (own == 0)
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@ -102,17 +102,15 @@ sd(natid att, natid own, coord x, coord y, int noisy, int defending,
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if (range < ni.curdist)
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if (range < ni.curdist)
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continue;
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continue;
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/* must have gun, shell, and milit to fire */
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/* must have gun, shell, and milit to fire */
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if (getvec(VT_ITEM, vec, (caddr_t)&ship, EF_SHIP) < 3)
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shell = ship.shp_item[I_SHELL];
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continue;
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if (shell < ship.shp_glim)
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if (vec[I_SHELL] < ship.shp_glim)
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shell += supply_commod(ship.shp_own, ship.shp_x, ship.shp_y,
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vec[I_SHELL] += supply_commod(ship.shp_own, ship.shp_x,
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I_SHELL, shell - ship.shp_glim);
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ship.shp_y, I_SHELL,
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nshot = min(min(ship.shp_item[I_GUN], shell), ship.shp_item[I_MILIT]);
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vec[I_SHELL] - ship.shp_glim);
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nshot = min(min(vec[I_GUN], vec[I_SHELL]), vec[I_MILIT]);
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nshot = min(nshot, ship.shp_glim);
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nshot = min(nshot, ship.shp_glim);
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if (nshot <= 0)
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if (nshot <= 0)
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continue;
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continue;
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ship.shp_item[I_SHELL] = vec[I_SHELL] - nshot;
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ship.shp_item[I_SHELL] = shell - nshot;
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putship(ship.shp_uid, &ship);
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putship(ship.shp_uid, &ship);
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if (defending)
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if (defending)
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nreport(ship.shp_own, N_FIRE_BACK, att, 1);
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nreport(ship.shp_own, N_FIRE_BACK, att, 1);
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@ -177,7 +175,6 @@ dd(natid att, natid def_own, coord ax, coord ay, int noisy, int defending)
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double range;
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double range;
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struct sctstr firing;
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struct sctstr firing;
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struct nstr_sect ns;
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struct nstr_sect ns;
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int vec[I_MAX + 1];
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if (opt_NO_FORT_FIRE) /* Forts can't fire! */
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if (opt_NO_FORT_FIRE) /* Forts can't fire! */
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return 0;
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return 0;
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@ -200,8 +197,6 @@ dd(natid att, natid def_own, coord ax, coord ay, int noisy, int defending)
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if ((firing.sct_own != def_own) &&
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if ((firing.sct_own != def_own) &&
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((rel != ALLIED) || (rel2 != AT_WAR)))
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((rel != ALLIED) || (rel2 != AT_WAR)))
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continue;
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continue;
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if (getvec(VT_ITEM, vec, (caddr_t)&firing, EF_SECTOR) < 0)
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continue;
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range = tfactfire(def_own, 7.0);
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range = tfactfire(def_own, 7.0);
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if (firing.sct_effic > 59)
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if (firing.sct_effic > 59)
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@ -927,7 +927,7 @@ shp_missile_defense(coord dx, coord dy, natid bombown, int hardtarget)
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struct nstr_item ni;
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struct nstr_item ni;
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struct shpstr ship;
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struct shpstr ship;
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int hitchance;
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int hitchance;
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int vec[I_MAX + 1];
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int shell;
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double gun, eff, teff;
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double gun, eff, teff;
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snxtitem_dist(&ni, EF_SHIP, dx, dy, 1);
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snxtitem_dist(&ni, EF_SHIP, dx, dy, 1);
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@ -945,22 +945,20 @@ shp_missile_defense(coord dx, coord dy, natid bombown, int hardtarget)
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if (ship.shp_effic < 60)
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if (ship.shp_effic < 60)
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continue;
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continue;
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if (getvec(VT_ITEM, vec, (caddr_t)&ship, EF_SHIP) < 0)
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shell = ship.shp_item[I_SHELL];
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if (ship.shp_item[I_MILIT] < 1) /* do we have mil? */
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continue;
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continue;
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if (vec[I_MILIT] < 1) /* do we have mil? */
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if (shell < 2) { /* do we need shells */
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continue;
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shell += supply_commod(ship.shp_own, ship.shp_x, ship.shp_y,
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if (vec[I_SHELL] < 2) { /* do we need shells */
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I_SHELL, 2);
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vec[I_SHELL] += supply_commod(ship.shp_own,
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if (shell < 2)
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ship.shp_x, ship.shp_y,
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I_SHELL, 2);
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if (vec[I_SHELL] < 2)
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continue;
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continue;
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}
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}
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if (vec[I_GUN] < 1) /* we need at least 1 gun */
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if (ship.shp_item[I_GUN] < 1) /* we need at least 1 gun */
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continue;
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continue;
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/* now calculate the odds */
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/* now calculate the odds */
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gun = ((double)min(vec[I_GUN], ship.shp_glim));
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gun = min(ship.shp_item[I_GUN], ship.shp_glim);
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eff = (double)ship.shp_effic / 100.0;
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eff = (double)ship.shp_effic / 100.0;
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teff =
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teff =
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(((double)ship.shp_tech) / (((double)ship.shp_tech) + 200.0));
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(((double)ship.shp_tech) / (((double)ship.shp_tech) + 200.0));
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@ -977,7 +975,7 @@ shp_missile_defense(coord dx, coord dy, natid bombown, int hardtarget)
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ship.shp_uid);
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ship.shp_uid);
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mpr(ship.shp_own, "%d%% hitchance...", hitchance);
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mpr(ship.shp_own, "%d%% hitchance...", hitchance);
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/* use ammo */
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/* use ammo */
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ship.shp_item[I_SHELL] = vec[I_SHELL] - 2;
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ship.shp_item[I_SHELL] = shell - 2;
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putship(ship.shp_uid, &ship);
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putship(ship.shp_uid, &ship);
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if (roll(100) <= hitchance) {
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if (roll(100) <= hitchance) {
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