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.
This commit is contained in:
Markus Armbruster 2009-10-11 12:04:16 -04:00
parent e7fec28009
commit fd894d9864
6 changed files with 66 additions and 81 deletions

View file

@ -47,7 +47,7 @@
#include "ship.h"
static int launch_as(struct plnstr *pp);
static int launch_missile(struct plnstr *pp, int sublaunch);
static int launch_missile(struct plnstr *pp);
static int launch_sat(struct plnstr *pp);
static int msl_equip(struct plnstr *, char);
@ -59,8 +59,6 @@ laun(void)
{
struct nstr_item nstr;
struct plnstr plane;
struct shpstr ship;
int sublaunch;
struct plchrstr *pcp;
int retval, gone;
@ -101,17 +99,11 @@ laun(void)
}
if (!pln_airbase_ok(&plane, 1, 1))
continue;
sublaunch = 0;
if (plane.pln_ship >= 0) {
getship(plane.pln_ship, &ship);
if (mchr[(int)ship.shp_type].m_flags & M_SUB)
sublaunch = 1;
}
pr("%s at %s; range %d, eff %d%%\n", prplane(&plane),
xyas(plane.pln_x, plane.pln_y, player->cnum),
plane.pln_range, plane.pln_effic);
if (!(pcp->pl_flags & P_O)) {
retval = launch_missile(&plane, sublaunch);
retval = launch_missile(&plane);
gone = 1;
} else if ((pcp->pl_flags & (P_M | P_O)) == (P_M | P_O)) {
retval = launch_as(&plane);
@ -160,8 +152,10 @@ launch_as(struct plnstr *pp)
}
if (msl_equip(pp, 'i') < 0)
return RET_FAIL;
if (msl_hit(pp, pln_def(&plane), EF_PLANE, 0, 0,
prplane(&plane), plane.pln_x, plane.pln_y, plane.pln_own)) {
if (msl_launch(pp, EF_PLANE, prplane(&plane),
plane.pln_x, plane.pln_y, plane.pln_own, NULL) < 0)
return RET_OK;
if (msl_hit(pp, pln_def(&plane), EF_PLANE, 0, 0, 0, plane.pln_own)) {
pr("Satellite shot down\n");
mpr(plane.pln_own, "%s anti-sat destroyed %s over %s\n",
cname(player->cnum), prplane(&plane),
@ -175,16 +169,15 @@ launch_as(struct plnstr *pp)
/*
* Launch missile PP.
* If SUBLAUNCH, it's sub-launched.
* Return RET_OK if launched (even when missile explodes),
* else RET_SYN or RET_FAIL.
*/
static int
launch_missile(struct plnstr *pp, int sublaunch)
launch_missile(struct plnstr *pp)
{
struct plchrstr *pcp = plchr + pp->pln_type;
coord sx, sy;
int n, dam;
int n, dam, sublaunch;
char *cp;
struct mchrstr *mcp;
struct shpstr target_ship;
@ -250,18 +243,12 @@ launch_missile(struct plnstr *pp, int sublaunch)
return RET_OK;
}
}
if (!msl_hit(pp, SECT_HARDTARGET, EF_SECTOR, N_SCT_MISS,
N_SCT_SMISS, "sector", sx, sy, sect.sct_own)) {
#if 0
/*
* FIXME want collateral damage on miss, but we get here
* too when launch fails or missile is intercepted
*/
dam = pln_damage(pp, 's', 0);
collateral_damage(sect.sct_x, sect.sct_y, dam, 0);
#endif
if (msl_launch(pp, EF_SECTOR, "sector", sx, sy, sect.sct_own,
&sublaunch) < 0)
return RET_OK;
}
if (!msl_hit(pp, SECT_HARDTARGET, EF_SECTOR,
N_SCT_MISS, N_SCT_SMISS, sublaunch, sect.sct_own))
CANT_REACH();
if (getnuke(nuk_on_plane(pp), &nuke))
detonate(&nuke, sx, sy, pp->pln_flags & PLN_AIRBURST);
else {
@ -285,15 +272,16 @@ launch_missile(struct plnstr *pp, int sublaunch)
} else {
if (msl_equip(pp, 'p') < 0)
return RET_FAIL;
if (msl_launch(pp, EF_SHIP, prship(&target_ship),
target_ship.shp_x, target_ship.shp_y,
target_ship.shp_own, &sublaunch) < 0)
return RET_OK;
if (!msl_hit(pp, shp_hardtarget(&target_ship), EF_SHIP,
N_SHP_MISS, N_SHP_SMISS, prship(&target_ship),
target_ship.shp_x, target_ship.shp_y,
N_SHP_MISS, N_SHP_SMISS, sublaunch,
target_ship.shp_own)) {
pr("splash\n");
#if 0 /* FIXME see above */
dam = pln_damage(pp, 'p', 0);
collateral_damage(target_ship.shp_x, target_ship.shp_y, dam, 0);
#endif
collateral_damage(target_ship.shp_x, target_ship.shp_y, dam);
return RET_OK;
}
dam = pln_damage(pp, 'p', 1);