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:
parent
e7fec28009
commit
fd894d9864
6 changed files with 66 additions and 81 deletions
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@ -492,8 +492,9 @@ extern int move_ground(struct sctstr *, struct sctstr *,
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int, int *);
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extern int fly_map(coord, coord);
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/* mslsub.c */
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extern int msl_hit(struct plnstr *, int, int, int, int, char *,
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coord, coord, int);
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extern int msl_launch(struct plnstr *, int, char *, coord, coord, natid,
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int *);
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extern int msl_hit(struct plnstr *, int, int, int, int, int, natid);
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extern void msl_sel(struct emp_qelem *, coord, coord, natid, int,
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int, int);
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extern int msl_abm_intercept(struct plnstr *, coord, coord, int);
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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_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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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, 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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@ -720,7 +720,7 @@ lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
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{
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int mindam = lnd_count(list) * 20;
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int hardtarget = lnd_easiest_target(list);
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int dam, newdam;
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int dam, newdam, sublaunch;
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struct plist *plp;
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struct emp_qelem msl_list, *qp, *newqp;
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@ -732,22 +732,18 @@ lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
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plp = (struct plist *)qp;
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if (dam < mindam && mission_pln_equip(plp, NULL, 'p') >= 0) {
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if (msl_launch(&plp->plane, EF_LAND, "troops",
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newx, newy, victim, &sublaunch) < 0)
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goto use_up_msl;
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if (msl_hit(&plp->plane, hardtarget, EF_LAND,
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N_LND_MISS, N_LND_SMISS,
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"troops", newx, newy, victim)) {
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N_LND_MISS, N_LND_SMISS, sublaunch, victim)) {
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newdam = pln_damage(&plp->plane, 'p', 1);
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dam += newdam;
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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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} else {
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/* Missiles that miss have to hit somewhere! */
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newdam = pln_damage(&plp->plane, 'p', 0);
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collateral_damage(newx, newy, newdam);
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#endif
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}
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use_up_msl:
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plp->plane.pln_effic = 0;
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putplane(plp->plane.pln_uid, &plp->plane);
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}
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@ -389,7 +389,7 @@ perform_mission(coord x, coord y, natid victim, struct emp_qelem *list,
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struct plchrstr *pcp;
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int dam = 0, dam2;
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natid plane_owner = 0;
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int md, range, air_dam;
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int md, range, air_dam, sublaunch;
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double hitchance, vrange;
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int targeting_ships = *s == 's'; /* "subs" or "ships" FIXME gross! */
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@ -562,22 +562,15 @@ perform_mission(coord x, coord y, natid victim, struct emp_qelem *list,
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&& !CANT_HAPPEN(hardtarget != SECT_HARDTARGET
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|| (plp->pcp->pl_flags & P_MAR))
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&& mission_pln_equip(plp, NULL, 'p') >= 0) {
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if (msl_hit(&plp->plane, SECT_HARDTARGET, EF_SECTOR,
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N_SCT_MISS, N_SCT_SMISS,
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"sector", x, y, victim)) {
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if (msl_launch(&plp->plane, EF_SECTOR, "sector", x, y, victim,
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&sublaunch) < 0)
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goto use_up_msl;
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if (!msl_hit(&plp->plane, SECT_HARDTARGET, EF_SECTOR,
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N_SCT_MISS, N_SCT_SMISS, sublaunch, victim))
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CANT_REACH();
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dam2 = pln_damage(&plp->plane, 'p', 1);
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air_dam += dam2;
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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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} else {
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/* Missiles that miss have to hit somewhere! */
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dam2 = pln_damage(&plp->plane, 'p', 0);
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collateral_damage(x, y, dam2);
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#endif
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}
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use_up_msl:
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plp->plane.pln_effic = 0;
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putplane(plp->plane.pln_uid, &plp->plane);
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}
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@ -30,6 +30,7 @@
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* Known contributors to this file:
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* Ken Stevens, 1995
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* Steve McClure, 1996-2000
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* Markus Armbruster, 2004-2009
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*/
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#include <config.h>
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#include "xy.h"
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int
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msl_hit(struct plnstr *pp, int hardtarget, int type, int news_item,
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int snews_item, char *what, coord x, coord y, int victim)
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msl_launch(struct plnstr *pp, int type, char *what, coord x, coord y,
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natid victim, int *sublaunchp)
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{
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int hit;
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struct shpstr ship;
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struct sctstr sect;
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int sublaunch = 0;
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struct plchrstr *pcp = plchr + pp->pln_type;
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int hitchance;
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char *from;
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int dam;
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putsect(§);
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}
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}
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return 0;
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return -1;
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}
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CANT_HAPPEN(pp->pln_flags & PLN_LAUNCHED);
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if ((pcp->pl_flags & P_T && !(pcp->pl_flags & P_MAR))) {
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if (msl_abm_intercept(pp, x, y, sublaunch))
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return 0;
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return -1;
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}
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if (pcp->pl_flags & P_MAR) {
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if (shp_missile_defense(x, y, pp->pln_own, pln_def(pp))) {
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return -1;
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}
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}
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if (sublaunchp)
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*sublaunchp = sublaunch;
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return 0;
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}
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}
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}
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int
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msl_hit(struct plnstr *pp, int hardtarget, int type,
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int news_item, int snews_item, int sublaunch, natid victim)
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{
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struct plchrstr *pcp = plchr + pp->pln_type;
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int hitchance, hit;
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if (nuk_on_plane(pp) >= 0) {
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mpr(pp->pln_own, "\tArming nuclear warheads...\n");
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@ -294,8 +305,9 @@ msl_intercept(struct plnstr *msl, struct sctstr *sp, int sublaunch,
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def_name, who, att_name, cname(sp->sct_own));
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}
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if (msl_hit(pp, pln_def(msl), EF_PLANE, 0, 0,
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att_name, sp->sct_x, sp->sct_y, msl->pln_own)) {
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if (msl_launch(pp, EF_PLANE, att_name, sp->sct_x, sp->sct_y,
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msl->pln_own, NULL) >= 0
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&& msl_hit(pp, pln_def(msl), EF_PLANE, 0, 0, 0, msl->pln_own)) {
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mpr(msl->pln_own, "%s destroyed by %s %s!\n",
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att_name, cname(pp->pln_own), def_name);
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mpr(sp->sct_own, "%s %s intercepted!\n", who, att_name);
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@ -480,7 +480,7 @@ static int
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shp_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
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natid victim)
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{
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int dam;
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int dam, sublaunch;
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int stopping = 0;
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struct emp_qelem msl_list, *qp, *newqp;
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struct plist *plp;
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@ -494,11 +494,12 @@ shp_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
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mvs = most_valuable_ship(list, newx, newy);
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if (mvs && mission_pln_equip(plp, NULL, 'p') >= 0) {
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if (msl_launch(&plp->plane, EF_SHIP, prship(&mvs->unit.ship),
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newx, newy, victim, &sublaunch) < 0)
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goto use_up_msl;
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if (msl_hit(&plp->plane,
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shp_hardtarget(&mvs->unit.ship),
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EF_SHIP, N_SHP_MISS, N_SHP_SMISS,
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prship(&mvs->unit.ship),
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newx, newy, victim)) {
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shp_hardtarget(&mvs->unit.ship), EF_SHIP,
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N_SHP_MISS, N_SHP_SMISS, sublaunch, victim)) {
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dam = pln_damage(&plp->plane, 'p', 1);
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if (dam) {
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mpr(victim,
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shp_damage_one(mvs, dam);
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stopping = 1;
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}
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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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} else {
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/* Missiles that miss have to hit somewhere! */
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dam = pln_damage(&plp->plane, 'p', 0);
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collateral_damage(newx, newy, dam);
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#endif
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}
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use_up_msl:
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plp->plane.pln_effic = 0;
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putplane(plp->plane.pln_uid, &plp->plane);
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}
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