Import of Empire 4.2.12
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281
src/lib/subs/fortdef.c
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281
src/lib/subs/fortdef.c
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* fortdef.c: Fort defends an area.
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*
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* Known contributors to this file:
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*
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*/
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/*
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* The base routines can also be used for general purposes.
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* Noisy tells whther to send teles, print things, etc.
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* Defending tells whether they are being defensive, or offensive.
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*/
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#include "misc.h"
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#include "var.h"
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#include "xy.h"
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#include "nat.h"
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#include "sect.h"
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#include "ship.h"
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#include "land.h"
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#include "news.h"
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#include "nsc.h"
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#include "file.h"
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#include "options.h"
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#include "optlist.h"
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#include "prototypes.h"
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#define QUIET 0
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#define NOISY 1
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extern double tfactfire(natid, double);
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/*
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* See if any nearby ships will open up on the attacker
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* Return damage done to attacker, if any.
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* Subtracts shells used for firing. Responding ships
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* require military, shells, and guns.
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*/
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int
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shipdef(natid att, natid own, coord x, coord y)
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{
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return sd(att, own, x, y, NOISY, 1, 1);
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}
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int
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sd(natid att, natid own, coord x, coord y, int noisy, int defending, int usesubs)
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{
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int nshot;
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double 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 vec[I_MAX+1];
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int dam, rel, rel2;
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if (own == 0)
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return 0;
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if (att == own)
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return 0;
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eff = 1.0;
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snxtitem_dist(&ni, EF_SHIP, x, y, 8);
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while (nxtitem(&ni, (caddr_t)&ship) && eff > 0.30) {
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if (ship.shp_own == att)
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continue;
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if (ship.shp_own == 0)
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continue;
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rel = getrel(getnatp(ship.shp_own),own);
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rel2 = getrel(getnatp(ship.shp_own),att);
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if ((ship.shp_own != own) &&
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((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 = techfact(ship.shp_tech,
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ship.shp_frnge * ship.shp_effic / 200.0);
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range = (double)roundrange(range);
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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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if (getvec(VT_ITEM, vec, (caddr_t)&ship, EF_SHIP) < 3)
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continue;
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if (vec[I_SHELL] < ship.shp_glim)
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vec[I_SHELL] += supply_commod(ship.shp_own,ship.shp_x,
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ship.shp_y,I_SHELL,
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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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if (nshot <= 0)
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continue;
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(void)putvar(V_SHELL,vec[I_SHELL]-nshot,(caddr_t)&ship,EF_SHIP);
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putship(ship.shp_uid, &ship);
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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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}
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if (noisy || (ship.shp_own != own)){
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if (ship.shp_own == own)
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wu(0, own, "%s fired on %s at %s doing %d damage.\n", prship(&ship),
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cname(att), xyas(x, y,own),dam);
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else{
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if (defending)
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wu(0, ship.shp_own, "%s fired on %s at %s in defense of %s, doing %d damage.\n", prship(&ship),
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cname(att),
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xyas(x, y, ship.shp_own),
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cname(own),dam);
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else
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wu(0, ship.shp_own,"%s supported %s attacks against %s at %s, doing %d damage.\n", prship(&ship),
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cname(own),
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cname(att),
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xyas(x, y, ship.shp_own), dam);
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}
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}
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}
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return (int) 100 - (eff * 100);
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}
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/*
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* Determine if any nearby gun-equipped sectors are within
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* range and able to fire at an attacker. Firing sectors
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* need to have guns, shells, and military. Sector being
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* attacked is x,y -- attacker is at ax,ay.
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*/
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#if 0
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/* defdef isn't called anywhere, and uses wrong
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* number of arguments for dd */
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int
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defdef(att, def_own, defval, ax, ay)
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natid att;
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natid def_own;
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int defval;
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coord ax;
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coord ay;
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{
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return dd(att, def_own, defval, ax, ay, NOISY, 1);
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}
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#endif
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int
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dd(natid att, natid def_own, coord ax, coord ay, int noisy, int defending)
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{
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int dam, rel, rel2;
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double tech;
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double range;
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struct sctstr firing;
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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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return 0;
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if (def_own == 0)
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return 0;
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if (att == def_own)
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return 0;
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tech = tfactfire(def_own, 1.0);
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dam = 0;
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snxtsct_dist(&ns, ax, ay, 8);
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while (nxtsct(&ns, &firing) && dam < 80) {
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if (firing.sct_own == att)
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continue;
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if (firing.sct_own == 0)
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continue;
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if (firing.sct_effic < (u_char)FORTEFF )
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continue;
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rel = getrel(getnatp(firing.sct_own),def_own);
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rel2 = getrel(getnatp(firing.sct_own),att);
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if ((firing.sct_own != def_own) &&
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((rel != ALLIED) || (rel2 != AT_WAR)))
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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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if (firing.sct_effic > 59)
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range++;
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/* Here we round down the range, and then add 1 to it
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to determine if we could possibly hit the sector. If
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we do, we call sb where the range is re-calculated and
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the percentages are checked. */
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range = (double)((int)(range) + 1);
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if (range < ns.curdist)
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continue;
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/* XXX defdef damage is additive, but ship or land unit damage isn't */
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dam += sb(att, def_own, &firing,
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ax, ay, noisy, defending);
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}
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return dam;
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}
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/* Shoot back
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*
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* See if the sector being fired at will defend itself.
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*/
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int
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sb(natid att, natid def, struct sctstr *sp, coord tx, coord ty, int noisy, int defending)
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{
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register int damage;
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natid own;
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int shell;
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double range;
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int range2, gun;
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if (sp->sct_type != SCT_FORTR) {
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/* XXX I don't like this restriction */
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return 0;
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}
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if (sp->sct_effic < (u_char)FORTEFF)
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return 0;
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own = sp->sct_own;
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if (own == 0)
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return 0;
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if (att == own)
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return 0;
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range = tfactfire(own, 7.0);
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if (sp->sct_effic > 59)
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range++;
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range = (double)roundrange(range);
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range2 = mapdist((int)sp->sct_x, (int)sp->sct_y, tx, ty);
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if (range < range2)
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return 0;
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gun = getvar(V_GUN, (caddr_t)sp, EF_SECTOR);
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if (gun == 0)
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return 0;
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shell = getvar(V_SHELL, (caddr_t)sp, EF_SECTOR);
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if (shell <= 0)
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shell += supply_commod(sp->sct_own,sp->sct_x,sp->sct_y,I_SHELL,
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1);
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if (shell <= 0)
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return 0;
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putvar(V_SHELL, shell - 1, (caddr_t)sp, EF_SECTOR);
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putsect(sp);
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damage = landgun((int)sp->sct_effic,gun);
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if (sp->sct_own != def)
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wu(0,sp->sct_own, "%s fired on %s in %s in defense of %s, doing %d damage!\n",
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xyas(sp->sct_x,sp->sct_y,sp->sct_own),
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cname(att), xyas(tx,ty,sp->sct_own),
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cname(def), damage);
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if (defending)
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nreport(sp->sct_own, N_FIRE_BACK, att, 1);
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else
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nreport(sp->sct_own, N_FIRE_F_ATTACK, att, 1);
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if (noisy)
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pr("Incoming shell! %d damage done.\007\n", damage);
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return damage;
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}
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