Factor out common fortress fire code into fort_fire()
This takes care of a number of bugs / inconsistencies: * sb() fired support even when there were not enough mil. * Shell resupply bugs: multifire() and quiet_bigdef() resupplied shells before checking all other requirements and could thus get more shells than actually needed. Rename landgun() to fortgun() for consistency.
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3812cde100
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8 changed files with 50 additions and 81 deletions
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@ -419,25 +419,20 @@ multifire(void)
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}
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}
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attacker = targ_land;
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if ((gun = fsect.sct_item[I_GUN]) == 0) {
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if (fsect.sct_item[I_GUN] == 0) {
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pr("Insufficient arms.\n");
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continue;
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}
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shell = fsect.sct_item[I_SHELL];
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if (shell <= 0)
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shell += supply_commod(fsect.sct_own,
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fsect.sct_x, fsect.sct_y,
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I_SHELL, 1);
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if (shell <= 0) {
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pr("Klick! ...\n");
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continue;
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}
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if (fsect.sct_item[I_MILIT] < 5) {
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pr("Not enough military for firing crew.\n");
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continue;
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}
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if (gun > 7)
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gun = 7;
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dam = fort_fire(&fsect);
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putsect(&fsect);
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if (dam < 0) {
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pr("Klick! ...\n");
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continue;
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}
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range = fortrange(&fsect);
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range2 = roundrange(range);
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pr("range is %d.00 (%.2f)\n", range2, range);
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@ -445,11 +440,6 @@ multifire(void)
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/* Don't tell it's a sub */
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range2 = -1;
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}
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guneff = landgun((int)fsect.sct_effic, gun);
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dam = (int)guneff;
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shell--;
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fsect.sct_item[I_SHELL] = shell;
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putsect(&fsect);
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}
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trange = mapdist(x, y, fx, fy);
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if (trange > range2) {
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@ -904,14 +894,9 @@ quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown,
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if (roundrange(erange) < ns.curdist)
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continue;
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gun = firing.sct_item[I_GUN];
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shell = firing.sct_item[I_SHELL];
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if (shell < 1)
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shell += supply_commod(firing.sct_own,
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firing.sct_x, firing.sct_y,
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I_SHELL, 1);
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if (gun == 0 || firing.sct_item[I_MILIT] < 5 || shell == 0)
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dam2 = fort_fire(&firing);
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/* no putsect(&firing) because ammo is charged in use_ammo() */
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if (dam2 < 0)
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continue;
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(*nfiring)++;
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fp = malloc(sizeof(struct flist));
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@ -921,9 +906,7 @@ quiet_bigdef(int attacker, struct emp_qelem *list, natid own, natid aown,
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fp->type = targ_land;
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add_to_fired_queue(&fp->queue, list);
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nreport(firing.sct_own, N_FIRE_BACK, player->cnum, 1);
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if (gun > 7)
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gun = 7;
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dam += landgun((int)firing.sct_effic, gun);
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dam += dam2;
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}
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}
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