Sectors and ships no longer need shells to fire flak

4.0.9 changed flak not to use up shells, but they still had to be
present.  Drop that, because it doesn't really provide any value.
Moreover, this gets rid of the buggy flak shell supply code (seqno
mismatch oopses, lost supplies).
This commit is contained in:
Markus Armbruster 2009-02-11 20:46:27 +01:00
parent 7cce3124bf
commit c0b300d875
4 changed files with 5 additions and 48 deletions

View file

@ -458,7 +458,6 @@ ship_bomb(struct emp_qelem *list, struct sctstr *target)
int nukedam;
int flak;
int gun;
int shell;
for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
free_shiplist(&head);
@ -506,19 +505,10 @@ ship_bomb(struct emp_qelem *list, struct sctstr *target)
if ((plp->pcp->pl_flags & P_A) && !on_shiplist(shipno, head))
continue;
shell = 0;
gun = shp_usable_guns(&ship);
if (gun > 0) {
shell = ship.shp_item[I_SHELL];
if (shell <= 0)
shell = supply_commod(ship.shp_own,
ship.shp_x, ship.shp_y, I_SHELL, 1);
}
mcp = &mchr[(int)ship.shp_type];
if (gun > 0 && shell > 0 && !(mcp->m_flags & M_SUB)) {
if (gun > 0 && !(mcp->m_flags & M_SUB)) {
flak = (int)(techfact(ship.shp_tech, gun) * 2.0);
ship.shp_item[I_SHELL] = shell;
putship(ship.shp_uid, &ship);
PR(ship.shp_own, "Flak! Firing %d guns from ship %s\n",
flak, prship(&ship));
if (pinflak_planedamage(&plp->plane, plp->pcp, ship.shp_own, flak))