Fix and enable collateral damage for missing missiles
Collateral damage was disabled, because after msl_hit() reported a miss, the missile may or may not have reached the target. Fix by splitting msl_launch() off msl_hit(). Drop the disabled collateral damage code for sector targets, because sectors can't be missed. Enable it for ships and land units. Since msl_launch() returns whether the missile is sub-launched, drop launch_missile() parameter sublaunch, and simplify its caller.
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e7fec28009
commit
fd894d9864
6 changed files with 66 additions and 81 deletions
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@ -47,7 +47,7 @@
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#include "ship.h"
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static int launch_as(struct plnstr *pp);
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static int launch_missile(struct plnstr *pp, int sublaunch);
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static int launch_missile(struct plnstr *pp);
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static int launch_sat(struct plnstr *pp);
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static int msl_equip(struct plnstr *, char);
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@ -59,8 +59,6 @@ laun(void)
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{
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struct nstr_item nstr;
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struct plnstr plane;
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struct shpstr ship;
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int sublaunch;
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struct plchrstr *pcp;
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int retval, gone;
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@ -101,17 +99,11 @@ laun(void)
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}
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if (!pln_airbase_ok(&plane, 1, 1))
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continue;
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sublaunch = 0;
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if (plane.pln_ship >= 0) {
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getship(plane.pln_ship, &ship);
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if (mchr[(int)ship.shp_type].m_flags & M_SUB)
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sublaunch = 1;
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}
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pr("%s at %s; range %d, eff %d%%\n", prplane(&plane),
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xyas(plane.pln_x, plane.pln_y, player->cnum),
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plane.pln_range, plane.pln_effic);
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if (!(pcp->pl_flags & P_O)) {
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retval = launch_missile(&plane, sublaunch);
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retval = launch_missile(&plane);
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gone = 1;
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} else if ((pcp->pl_flags & (P_M | P_O)) == (P_M | P_O)) {
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retval = launch_as(&plane);
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@ -160,8 +152,10 @@ launch_as(struct plnstr *pp)
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}
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if (msl_equip(pp, 'i') < 0)
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return RET_FAIL;
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if (msl_hit(pp, pln_def(&plane), EF_PLANE, 0, 0,
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prplane(&plane), plane.pln_x, plane.pln_y, plane.pln_own)) {
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if (msl_launch(pp, EF_PLANE, prplane(&plane),
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plane.pln_x, plane.pln_y, plane.pln_own, NULL) < 0)
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return RET_OK;
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if (msl_hit(pp, pln_def(&plane), EF_PLANE, 0, 0, 0, plane.pln_own)) {
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pr("Satellite shot down\n");
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mpr(plane.pln_own, "%s anti-sat destroyed %s over %s\n",
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cname(player->cnum), prplane(&plane),
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@ -175,16 +169,15 @@ launch_as(struct plnstr *pp)
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/*
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* Launch missile PP.
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* If SUBLAUNCH, it's sub-launched.
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* Return RET_OK if launched (even when missile explodes),
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* else RET_SYN or RET_FAIL.
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*/
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static int
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launch_missile(struct plnstr *pp, int sublaunch)
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launch_missile(struct plnstr *pp)
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{
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struct plchrstr *pcp = plchr + pp->pln_type;
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coord sx, sy;
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int n, dam;
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int n, dam, sublaunch;
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char *cp;
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struct mchrstr *mcp;
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struct shpstr target_ship;
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@ -250,18 +243,12 @@ launch_missile(struct plnstr *pp, int sublaunch)
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return RET_OK;
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}
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}
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if (!msl_hit(pp, SECT_HARDTARGET, EF_SECTOR, N_SCT_MISS,
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N_SCT_SMISS, "sector", sx, sy, sect.sct_own)) {
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#if 0
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/*
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* FIXME want collateral damage on miss, but we get here
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* too when launch fails or missile is intercepted
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*/
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dam = pln_damage(pp, 's', 0);
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collateral_damage(sect.sct_x, sect.sct_y, dam, 0);
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#endif
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if (msl_launch(pp, EF_SECTOR, "sector", sx, sy, sect.sct_own,
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&sublaunch) < 0)
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return RET_OK;
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}
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if (!msl_hit(pp, SECT_HARDTARGET, EF_SECTOR,
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N_SCT_MISS, N_SCT_SMISS, sublaunch, sect.sct_own))
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CANT_REACH();
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if (getnuke(nuk_on_plane(pp), &nuke))
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detonate(&nuke, sx, sy, pp->pln_flags & PLN_AIRBURST);
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else {
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@ -285,15 +272,16 @@ launch_missile(struct plnstr *pp, int sublaunch)
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} else {
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if (msl_equip(pp, 'p') < 0)
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return RET_FAIL;
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if (msl_launch(pp, EF_SHIP, prship(&target_ship),
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target_ship.shp_x, target_ship.shp_y,
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target_ship.shp_own, &sublaunch) < 0)
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return RET_OK;
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if (!msl_hit(pp, shp_hardtarget(&target_ship), EF_SHIP,
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N_SHP_MISS, N_SHP_SMISS, prship(&target_ship),
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target_ship.shp_x, target_ship.shp_y,
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N_SHP_MISS, N_SHP_SMISS, sublaunch,
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target_ship.shp_own)) {
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pr("splash\n");
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#if 0 /* FIXME see above */
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dam = pln_damage(pp, 'p', 0);
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collateral_damage(target_ship.shp_x, target_ship.shp_y, dam, 0);
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#endif
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collateral_damage(target_ship.shp_x, target_ship.shp_y, dam);
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return RET_OK;
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}
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dam = pln_damage(pp, 'p', 1);
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