Factor out common torpedo fire code into shp_torp()

This takes care of a number of bugs / inconsistencies:

* Submarines with zero mobility could interdict.  Change to require
  positive mobility.

* Submarines with zero firing range could not interdict.  Fix by
  dropping the test from perform_mission().  No ships in the stock
  game are affected.

* Submarines without capability torp could fire return torpedoes and
  interdict.  Stock sbc, nm and msb were affected by the return fire
  bug.  Closes bug#950936.

* Shell resupply bugs: quiet_bigdef(), fire_torp() and
  perform_mission() resupplied before checking all other requirements
  and could thus get more shells than actually needed.

torp() no longer resupplies shells.  It's hardly worth the bother, and
fire doesn't do it either.
This commit is contained in:
Markus Armbruster 2008-03-02 15:45:41 +01:00
parent 21733d1473
commit 6d83090aad
5 changed files with 60 additions and 105 deletions

View file

@ -708,7 +708,7 @@ quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown,
coord ax, coord ay, int *nfiring)
{
int range;
double erange, hitchance;
double erange;
struct shpstr ship;
struct lndstr land;
struct nstr_item ni;
@ -738,45 +738,25 @@ quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown,
if (ship.shp_own == aown)
continue;
if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
if (ship.shp_effic < 60)
continue;
gun = ship.shp_item[I_GUN];
shell = ship.shp_item[I_SHELL];
if (ship.shp_item[I_MILIT] < 1)
continue;
if (shell < SHP_TORP_SHELLS)
shell += supply_commod(ship.shp_own,
ship.shp_x, ship.shp_y,
I_SHELL, SHP_TORP_SHELLS - shell);
if (shell < SHP_TORP_SHELLS)
continue;
if (gun < 1)
continue;
/*
if (ship.shp_mobil <= 0)
continue;
*/
erange = torprange(&ship);
range = mapdist(ship.shp_x, ship.shp_y, ax, ay);
if (range > roundrange(erange))
continue;
if (!line_of_sight(NULL, ship.shp_x, ship.shp_y, ax, ay))
continue;
dam2 = shp_torp(&ship, 0);
/* no putship(&ship) because ammo is charged in use_ammo() */
if (dam2 < 0)
continue;
(*nfiring)++;
fp = malloc(sizeof(struct flist));
memset(fp, 0, sizeof(struct flist));
fp->type = targ_ship;
fp->uid = ship.shp_uid;
add_to_fired_queue(&fp->queue, list);
/*
nreport(ship.shp_own, N_FIRE_BACK, player->cnum, 1);
*/
hitchance = DTORP_HITCHANCE(range, ship.shp_visib);
if (!chance(hitchance))
if (!chance(DTORP_HITCHANCE(range, ship.shp_visib)))
continue;
dam += TORP_DAMAGE();
dam += dam2;
} else {
erange = effrange(ship.shp_frnge, ship.shp_tech);
if (roundrange(erange) < ni.curdist)