From a3ad623b2aabb6c04be4e3ab1cbcd0e8eba6be80 Mon Sep 17 00:00:00 2001 From: Markus Armbruster Date: Sun, 2 Mar 2008 11:01:42 +0100 Subject: [PATCH] Make depth-charging code and documentation match Before 4.0.6, depth charges required no guns, one military, did damage like shell fire from two guns, and used two shells. Missions were not quite consistent with that (bug). 4.0.6 changed depth charges to work exactly like shell fire (but without updating documentation accordingly): require guns and gun crew, non-zero firing range, scale damage and ammunition use with guns. Go back to the old model, but with damage like three guns, to avoid changing the stock game's dd now (three gun damage for two shells). Stock game's af changes from two gun damage for one shell, and nas from four gun damage for two shells. Factor out common depth-charging code into shp_dchrg(). --- include/ship.h | 2 ++ info/Damage.t | 2 +- src/lib/commands/mfir.c | 65 ++++++++++++++++++++++------------------- src/lib/commands/torp.c | 54 ++++++++++++++++++---------------- src/lib/subs/landgun.c | 23 +++++++++++++++ src/lib/subs/mission.c | 38 ++++++++++++++---------- 6 files changed, 112 insertions(+), 72 deletions(-) diff --git a/include/ship.h b/include/ship.h index 42278132..99f945de 100644 --- a/include/ship.h +++ b/include/ship.h @@ -183,4 +183,6 @@ extern int m_visib(struct mchrstr *, int); extern int m_frnge(struct mchrstr *, int); extern int m_glim(struct mchrstr *, int); +extern int shp_dchrg(struct shpstr *); + #endif diff --git a/info/Damage.t b/info/Damage.t index ca2cc8f1..be509228 100644 --- a/info/Damage.t +++ b/info/Damage.t @@ -17,7 +17,7 @@ You can be shelled by a fort, artillery unit, ship, depth-charge, or torpedo: fort damage = guns * eff * (random(30) + 20) / 7 unit damage = guns * eff * (5 + random(6)) ship damage = guns * eff * (10 + random(6)) - depth damage = 2 * eff * (10 + random(6)) + depth damage = 3 * eff * (10 + random(6)) torp damage = 40 + random(40) + random(40) Note that for forts, a maximum of 7 guns may be fired. diff --git a/src/lib/commands/mfir.c b/src/lib/commands/mfir.c index b4ff03b7..632847f3 100644 --- a/src/lib/commands/mfir.c +++ b/src/lib/commands/mfir.c @@ -308,21 +308,6 @@ multifire(void) pr("Not enough military for firing crew.\n"); continue; } - gun = fship.shp_item[I_GUN]; - gun = MIN(gun, fship.shp_glim); - if (fship.shp_frnge == 0 || gun == 0) { - pr("Insufficient arms.\n"); - continue; - } - shell = fship.shp_item[I_SHELL]; - if (shell < 2) - shell += supply_commod(fship.shp_own, - fship.shp_x, fship.shp_y, - I_SHELL, 2 - shell); - if (shell <= 0) { - pr("Klick! ...\n"); - continue; - } if (fship.shp_effic < 60) { pr("Ship #%d is crippled (%d%%)\n", fshipno, fship.shp_effic); @@ -331,26 +316,46 @@ multifire(void) range = effrange(fship.shp_frnge, fship.shp_tech); range2 = roundrange(range); pr("range is %d.00 (%.2f)\n", range2, range); - if (target == targ_sub) { - if ((mchr[(int)fship.shp_type].m_flags & M_DCH) == 0) { - /* Don't tell it's a sub */ - range2 = -1; - } else if (shell < 2) { + if (target == targ_sub + && (mchr[(int)fship.shp_type].m_flags & M_DCH)) { + dam = shp_dchrg(&fship); + putship(fship.shp_uid, &fship); + if (dam < 0) { pr("Not enough shells for depth charge!\n"); continue; } + } else { + if (target == targ_sub) + /* Don't tell it's a sub */ + range2 = -1; + gun = fship.shp_item[I_GUN]; + gun = MIN(gun, fship.shp_glim); + if (fship.shp_frnge == 0 || gun == 0) { + pr("Insufficient arms.\n"); + continue; + } + shell = fship.shp_item[I_SHELL]; + shell += supply_commod(fship.shp_own, + fship.shp_x, fship.shp_y, + I_SHELL, 2 - shell); + if (shell <= 0) { + pr("Klick! ...\n"); + continue; + } + gun = MIN(gun, shell * 2); + gun = MIN(gun, mil / 2); + gun = MAX(gun, 1); + shots = gun; + guneff = seagun(fship.shp_effic, shots); + dam = (int)guneff; + shell -= ldround(shots / 2.0, 1); + fship.shp_item[I_SHELL] = shell; + putship(fship.shp_uid, &fship); } - gun = MIN(gun, shell * 2); - gun = MIN(gun, mil / 2); - gun = MAX(gun, 1); - shots = gun; - guneff = seagun(fship.shp_effic, shots); - dam = (int)guneff; - shell -= ldround(shots / 2.0, 1); - fship.shp_item[I_SHELL] = shell; - if (opt_NOMOBCOST == 0) + if (opt_NOMOBCOST == 0) { fship.shp_mobil = MAX(fship.shp_mobil - 15, -100); - putship(fship.shp_uid, &fship); + putship(fship.shp_uid, &fship); + } } else if (attacker == targ_unit) { if (fland.lnd_own != player->cnum) { pr("Not your unit!\n"); diff --git a/src/lib/commands/torp.c b/src/lib/commands/torp.c index efec0d8e..9a10dbf5 100644 --- a/src/lib/commands/torp.c +++ b/src/lib/commands/torp.c @@ -240,9 +240,6 @@ anti_torp(int f, int ntorping, int vshipown) continue; if (dd.shp_own != vshipown) continue; - if (dd.shp_effic < 60) - continue; - if (!canshoot(&dd, &sub)) continue; @@ -326,29 +323,29 @@ fire_dchrg(struct shpstr *sp, struct shpstr *targ, int ntargets) int gun; double guneff; - shells = sp->shp_item[I_SHELL]; - gun = sp->shp_item[I_GUN]; - gun = MIN(gun, sp->shp_glim); - gun = MIN(gun, sp->shp_item[I_MILIT] / 2); - - shells += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y, - I_SHELL, (gun + 1) / 2 - shells); - - gun = MIN(gun, shells * 2); - if (gun == 0) - return; - - /* ok, all set.. now, we shoot */ - shells -= ldround(gun / 2.0, 1); - sp->shp_item[I_SHELL] = shells; - putship(sp->shp_uid, sp); - - guneff = seagun(sp->shp_effic, gun); - dam = (int)guneff; - if (ntargets > 2) - dam /= ntargets / 2; - if ((mchr[(int)targ->shp_type].m_flags & M_SUB) == 0) { + shells = sp->shp_item[I_SHELL]; + gun = sp->shp_item[I_GUN]; + gun = MIN(gun, sp->shp_glim); + gun = MIN(gun, sp->shp_item[I_MILIT] / 2); + + shells += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y, + I_SHELL, (gun + 1) / 2 - shells); + + gun = MIN(gun, shells * 2); + if (gun == 0) + return; + + /* ok, all set.. now, we shoot */ + shells -= ldround(gun / 2.0, 1); + sp->shp_item[I_SHELL] = shells; + putship(sp->shp_uid, sp); + + guneff = seagun(sp->shp_effic, gun); + dam = (int)guneff; + if (ntargets > 2) + dam /= ntargets / 2; + pr_beep(); pr("Kaboom!!! Incoming shells!\n"); if (sp->shp_own != 0) @@ -359,6 +356,13 @@ fire_dchrg(struct shpstr *sp, struct shpstr *targ, int ntargets) shipdamage(targ, dam); putship(targ->shp_uid, targ); } else { + dam = shp_dchrg(sp); + putship(sp->shp_uid, sp); + if (dam < 0) + return; + if (ntargets > 2) + dam /= ntargets / 2; + pr("\nCAPTAIN! !!Depth charges!!...\n"); if (sp->shp_own != 0) wu(0, sp->shp_own, diff --git a/src/lib/subs/landgun.c b/src/lib/subs/landgun.c index 87e60cb4..bd66b7f6 100644 --- a/src/lib/subs/landgun.c +++ b/src/lib/subs/landgun.c @@ -101,6 +101,29 @@ fort_fire(struct sctstr *sp) return (int)fortgun(sp->sct_effic, guns); } +/* + * Drop depth-charges from ship SP. + * Use ammo, resupply if necessary. + * Return damage if the ship drops depth-charges, else -1. + */ +int +shp_dchrg(struct shpstr *sp) +{ + int shells; + + 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; + shells = sp->shp_item[I_SHELL]; + shells += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y, + I_SHELL, 2 - shells); + if (shells < 2) + return -1; + sp->shp_item[I_SHELL] = shells - 2; + return (int)seagun(sp->shp_effic, 3); +} + /* * Return effective firing range for range factor RNG at tech TLEV. */ diff --git a/src/lib/subs/mission.c b/src/lib/subs/mission.c index aaf00c61..1d82a552 100644 --- a/src/lib/subs/mission.c +++ b/src/lib/subs/mission.c @@ -569,19 +569,28 @@ perform_mission(coord x, coord y, natid victim, struct emp_qelem *list, range = roundrange(effrange(sp->shp_frnge, sp->shp_tech)); if (md > range) continue; - gun = sp->shp_item[I_GUN]; - gun = MIN(gun, sp->shp_glim); - shell = sp->shp_item[I_SHELL]; - if (shell < gun) - shell += supply_commod(sp->shp_own, - sp->shp_x, sp->shp_y, I_SHELL, - gun - shell); - gun = MIN(gun, shell); - gun = MIN(gun, sp->shp_item[I_MILIT] / 2.0); - if (gun == 0) - continue; - gun = MAX(gun, 1); - dam2 = seagun(sp->shp_effic, gun); + if (mission == MI_SINTERDICT) { + dam2 = shp_dchrg(sp); + putship(sp->shp_uid, sp); + if (dam2 < 0) + continue; + } else { + gun = sp->shp_item[I_GUN]; + gun = MIN(gun, sp->shp_glim); + shell = sp->shp_item[I_SHELL]; + if (shell < gun) + shell += supply_commod(sp->shp_own, + sp->shp_x, sp->shp_y, I_SHELL, + gun - shell); + gun = MIN(gun, shell); + gun = MIN(gun, sp->shp_item[I_MILIT] / 2.0); + if (gun == 0) + continue; + gun = MAX(gun, 1); + dam2 = seagun(sp->shp_effic, gun); + sp->shp_item[I_SHELL] = shell - gun; + putship(sp->shp_uid, sp); + } if (range == 0.0) prb = 1.0; else @@ -600,9 +609,6 @@ perform_mission(coord x, coord y, natid victim, struct emp_qelem *list, mpr(victim, "%s %s fires at you at %s\n", cname(sp->shp_own), prship(sp), xyas(x, y, victim)); - - sp->shp_item[I_SHELL] = shell - gun; - putship(sp->shp_uid, sp); } } else if (glp->thing->ef_type == EF_PLANE) { pcp = glp->cp;