The old code used getstarg() to get an argument with a different prompt than snxtitem() uses, then passed the value to snxtitem() unchecked. If the player aborts, getstarg() returns a null pointer, and snxtitem() prompts again. Affected: * load/lload plane/land third argument; load_plane_ship(), load_land_ship(), load_plane_land(), load_land_land() * bomb, drop, fly, paradrop, recon and sweep second argument; get_planes() * tend and ltend second and fourth argument; ltend(), tend(), tend_land() * mission second argument; mission() Fix by making snxtitem() taking a prompt argument, null pointer requests the old prompt. Use that to simplify multifire() and torp(). Change the other callers to pass NULL.
788 lines
20 KiB
C
788 lines
20 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2008, 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 files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* multifire.c: Fire at other sectors/ships
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*
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* Known contributors to this file:
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* Steve McClure, 2000
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* Markus Armbruster, 2004-2008
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*/
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#include <config.h>
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#include "commands.h"
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#include "empobj.h"
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#include "optlist.h"
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#include "retreat.h"
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enum targ_type {
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targ_land, targ_ship, targ_sub, targ_bogus
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};
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struct flist {
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struct emp_qelem queue; /* list of fired things */
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short type; /* EF_SECTOR, EF_SHIP or EF_LAND */
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short uid;
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coord x, y;
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int defdam; /* damage defenders did */
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natid victim;
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};
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static int defend(struct emp_qelem *, struct emp_qelem *,
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struct empobj *, natid, int *);
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static void do_defdam(struct emp_qelem *, double);
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static int quiet_bigdef(int, struct emp_qelem *, natid, natid, coord,
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coord, int *);
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static void add_to_flist(struct emp_qelem *, struct empobj *, int, natid);
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static void free_flist(struct emp_qelem *);
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static struct flist *search_flist(struct emp_qelem *, struct empobj *);
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int
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multifire(void)
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{
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static int ef_with_guns[] = { EF_SECTOR, EF_SHIP, EF_LAND, EF_BAD };
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char *ptr;
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double range;
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int trange, range2;
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coord fx;
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coord fy;
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coord x;
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coord y;
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int mil;
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int dam;
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int totaldefdam = 0;
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int vshipno;
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natid vict;
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struct shpstr fship;
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struct lndstr fland;
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struct sctstr fsect;
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struct shpstr vship;
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struct sctstr vsect;
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enum targ_type target;
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int rel;
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struct natstr *natp;
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struct nstr_item nbst;
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int type;
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struct empobj *attgp;
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char *p;
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int nfiring = 0;
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int ndefending = 0;
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union empobj_storage item;
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struct emp_qelem fired, defended;
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double odds;
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char buf[1024];
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emp_initque(&fired);
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emp_initque(&defended);
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if (!(p = getstarg(player->argp[1],
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"Firing from ship(s), sect(s), or land unit(s)? ",
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buf)))
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return RET_SYN;
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type = ef_byname_from(p, ef_with_guns);
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if (opt_NO_FORT_FIRE && type == EF_SECTOR) {
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pr("Fort firing is disabled.\n");
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return RET_FAIL;
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}
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if (type < 0) {
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pr("Ships, land units or sectors only!\n");
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return RET_SYN;
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}
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if (!snxtitem(&nbst, type, player->argp[2], "Firing from? "))
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return RET_SYN;
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while (nxtitem(&nbst, &item)) {
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if (type == EF_LAND) {
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if (!getland(item.land.lnd_uid, &fland))
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continue;
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if (!getsect(item.land.lnd_x, item.land.lnd_y, &fsect))
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continue;
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if (item.land.lnd_own != player->cnum)
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continue;
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if (lchr[fland.lnd_type].l_dam == 0) {
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pr("Unit %d cannot fire!\n", fland.lnd_uid);
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continue;
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}
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if (fland.lnd_item[I_MILIT] < 1) {
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pr("Unit %d cannot fire because it has no military!\n",
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fland.lnd_uid);
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continue;
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}
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if (fland.lnd_ship >= 0) {
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pr("Unit %d cannot fire because it is on a ship!\n",
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fland.lnd_uid);
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continue;
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}
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if (fland.lnd_land >= 0) {
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pr("Unit %d cannot fire because it is on a land unit!\n",
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fland.lnd_uid);
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continue;
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}
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if (fland.lnd_effic < LAND_MINFIREEFF) {
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pr("Unit %d cannot fire because it is less than %d%% efficient\n",
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fland.lnd_uid, LAND_MINFIREEFF);
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continue;
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}
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if (fland.lnd_item[I_SHELL] == 0) {
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pr("%s -- not enough shells\n", prland(&fland));
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continue;
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}
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fx = fland.lnd_x;
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fy = fland.lnd_y;
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} else if (type == EF_SHIP) {
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if (!getship(item.ship.shp_uid, &fship))
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continue;
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if (item.ship.shp_own != player->cnum)
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continue;
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if (item.ship.shp_item[I_MILIT] < 1) {
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pr("Not enough mil on ship #%d\n", item.ship.shp_uid);
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continue;
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}
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if (mchr[item.ship.shp_type].m_glim == 0) {
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pr("Ships %d cannot fire guns!\n", item.ship.shp_uid);
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|
continue;
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}
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if (item.ship.shp_item[I_GUN] == 0) {
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pr("Not enough guns on ship #%d\n", item.ship.shp_uid);
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|
continue;
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|
}
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if (item.ship.shp_item[I_SHELL] == 0) {
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pr("Not enough shells on ship #%d\n", item.ship.shp_uid);
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continue;
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}
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if (item.ship.shp_effic < 60) {
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pr("Ship #%d is crippled!\n", item.ship.shp_uid);
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continue;
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}
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fx = fship.shp_x;
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fy = fship.shp_y;
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} else {
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if (!getsect(item.sect.sct_x, item.sect.sct_y, &fsect))
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continue;
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if (item.sect.sct_own != player->cnum)
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continue;
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if (item.sect.sct_type != SCT_FORTR)
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continue;
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if (item.sect.sct_effic < FORTEFF) {
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pr("Fort not efficient enough to fire!\n");
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|
continue;
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}
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if (item.sect.sct_item[I_GUN] == 0) {
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|
pr("Not enough guns in sector %s!\n",
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xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
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continue;
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|
}
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if (item.sect.sct_item[I_SHELL] == 0) {
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pr("Not enough shells in sector %s!\n",
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xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
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continue;
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}
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if (item.sect.sct_item[I_MILIT] < 5) {
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pr("Not enough military in sector %s!\n",
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xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
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continue;
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}
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|
pr("\nSector %s firing\n",
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xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
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|
fx = fsect.sct_x;
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|
fy = fsect.sct_y;
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|
}
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|
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|
ptr = getstarg(player->argp[3], "Firing at? ", buf);
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|
if (!ptr)
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return RET_SYN;
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|
if (!*ptr)
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|
continue;
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if (!issector(ptr)) {
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vshipno = atoi(ptr);
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if (vshipno < 0 || !getship(vshipno, &vship) ||
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(!vship.shp_own)) {
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pr("No such ship exists!\n");
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continue;
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|
}
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target = (mchr[(int)vship.shp_type].m_flags & M_SUB) ?
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|
targ_sub : targ_ship;
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|
vict = vship.shp_own;
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|
x = vship.shp_x;
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|
y = vship.shp_y;
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if (!getsect(x, y, &vsect)) {
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pr("No such sector exists!\n");
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continue;
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|
}
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} else {
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if (!sarg_xy(ptr, &x, &y) || !getsect(x, y, &vsect)) {
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|
pr("No such sector exists!\n");
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continue;
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|
}
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|
/* We check the sector type, but we only use it for damage, not
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reporting. That way, you don't get extra information you wouldn't
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normally get. Besides, what if they want to slam water? :) */
|
|
if (vsect.sct_type == SCT_SANCT || vsect.sct_type == SCT_WATER)
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|
target = targ_bogus;
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else
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target = targ_land;
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|
vict = vsect.sct_own;
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x = vsect.sct_x;
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|
y = vsect.sct_y;
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|
}
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|
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|
trange = mapdist(x, y, fx, fy);
|
|
|
|
if (type == EF_SHIP) {
|
|
if (!check_ship_ok(&fship))
|
|
return RET_FAIL;
|
|
if (fship.shp_own != player->cnum) {
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|
pr("Not your ship!\n");
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|
continue;
|
|
}
|
|
if (target == targ_sub || target == targ_ship) {
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|
if (fship.shp_uid == vship.shp_uid) {
|
|
pr("You can't fire upon yourself!\n");
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|
continue;
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|
}
|
|
}
|
|
if ((mil = fship.shp_item[I_MILIT]) < 1) {
|
|
pr("Not enough military for firing crew.\n");
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continue;
|
|
}
|
|
if (fship.shp_effic < 60) {
|
|
pr("Ship #%d is crippled (%d%%)\n",
|
|
fship.shp_uid, fship.shp_effic);
|
|
continue;
|
|
}
|
|
range = shp_fire_range(&fship);
|
|
range2 = roundrange(range);
|
|
pr("range is %d.00 (%.2f)\n", range2, range);
|
|
if (target == targ_sub
|
|
&& trange <= range2
|
|
&& (mchr[(int)fship.shp_type].m_flags & M_DCH)) {
|
|
dam = shp_dchrg(&fship);
|
|
} else {
|
|
if (target == targ_sub)
|
|
/* Don't tell it's a sub */
|
|
range2 = -1;
|
|
if (fship.shp_item[I_GUN] == 0) {
|
|
pr("Insufficient arms.\n");
|
|
continue;
|
|
}
|
|
dam = shp_fire(&fship);
|
|
}
|
|
putship(fship.shp_uid, &fship);
|
|
if (dam <= 0) {
|
|
pr("Klick! ...\n");
|
|
continue;
|
|
}
|
|
if (opt_NOMOBCOST == 0) {
|
|
fship.shp_mobil = MAX(fship.shp_mobil - 15, -100);
|
|
putship(fship.shp_uid, &fship);
|
|
}
|
|
} else if (type == EF_LAND) {
|
|
if (!check_land_ok(&fland))
|
|
return RET_FAIL;
|
|
if (fland.lnd_own != player->cnum) {
|
|
pr("Not your unit!\n");
|
|
continue;
|
|
}
|
|
|
|
if (target == targ_land) {
|
|
if (fland.lnd_x == vsect.sct_x
|
|
&& fland.lnd_y == vsect.sct_y) {
|
|
pr("You can't fire upon yourself!\n");
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (lchr[fland.lnd_type].l_dam == 0) {
|
|
pr("Unit %d cannot fire!\n", fland.lnd_uid);
|
|
continue;
|
|
}
|
|
if (fland.lnd_item[I_GUN] == 0) {
|
|
pr("%s -- not enough guns\n", prland(&fland));
|
|
continue;
|
|
}
|
|
|
|
range = lnd_fire_range(&fland);
|
|
range2 = roundrange(range);
|
|
pr("range is %d.00 (%.2f)\n", range2, range);
|
|
if (target == targ_sub) {
|
|
/* Don't tell it's a sub */
|
|
range2 = -1;
|
|
}
|
|
|
|
dam = lnd_fire(&fland);
|
|
putland(fland.lnd_uid, &fland);
|
|
if (dam < 0) {
|
|
pr("Klick! ...\n");
|
|
continue;
|
|
}
|
|
if (target == targ_ship) {
|
|
if (chance(lnd_acc(&fland) / 100.0))
|
|
dam = ldround(dam / 2.0, 1);
|
|
}
|
|
} else {
|
|
if (!check_sect_ok(&fsect))
|
|
return RET_FAIL;
|
|
if (fsect.sct_own != player->cnum ||
|
|
fsect.sct_type != SCT_FORTR) {
|
|
pr("No fortress at %s\n",
|
|
xyas(fsect.sct_x, fsect.sct_y, player->cnum));
|
|
continue;
|
|
}
|
|
if (target == targ_land) {
|
|
if (fsect.sct_x == vsect.sct_x
|
|
&& fsect.sct_y == vsect.sct_y) {
|
|
pr("You can't fire upon yourself!\n");
|
|
continue;
|
|
}
|
|
}
|
|
if (fsect.sct_item[I_GUN] == 0) {
|
|
pr("Insufficient arms.\n");
|
|
continue;
|
|
}
|
|
if (fsect.sct_item[I_MILIT] < 5) {
|
|
pr("Not enough military for firing crew.\n");
|
|
continue;
|
|
}
|
|
dam = fort_fire(&fsect);
|
|
putsect(&fsect);
|
|
if (dam < 0) {
|
|
pr("Klick! ...\n");
|
|
continue;
|
|
}
|
|
range = fortrange(&fsect);
|
|
range2 = roundrange(range);
|
|
pr("range is %d.00 (%.2f)\n", range2, range);
|
|
if (target == targ_sub) {
|
|
/* Don't tell it's a sub */
|
|
range2 = -1;
|
|
}
|
|
}
|
|
if (trange > range2) {
|
|
pr("Target out of range.\n");
|
|
switch (type) {
|
|
case EF_SECTOR:
|
|
putsect(&fsect);
|
|
break;
|
|
case EF_LAND:
|
|
fland.lnd_mission = 0;
|
|
putland(fland.lnd_uid, &fland);
|
|
break;
|
|
case EF_SHIP:
|
|
fship.shp_mission = 0;
|
|
putship(fship.shp_uid, &fship);
|
|
break;
|
|
default:
|
|
CANT_REACH();
|
|
}
|
|
continue;
|
|
}
|
|
switch (target) {
|
|
case targ_ship:
|
|
if (!trechk(player->cnum, vict, SEAFIR))
|
|
continue;
|
|
break;
|
|
case targ_sub:
|
|
if (!trechk(player->cnum, vict, SUBFIR))
|
|
continue;
|
|
break;
|
|
case targ_land:
|
|
if (!trechk(player->cnum, vict, LANFIR))
|
|
continue;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (opt_SLOW_WAR) {
|
|
if (target == targ_land) {
|
|
natp = getnatp(player->cnum);
|
|
rel = getrel(natp, vict);
|
|
if ((rel != AT_WAR) && (player->cnum != vict) &&
|
|
(vict) && (vsect.sct_oldown != player->cnum)) {
|
|
pr("You're not at war with them!\n");
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
nfiring++;
|
|
switch (target) {
|
|
case targ_sub:
|
|
pr_beep();
|
|
pr("Kawhomp!!!\n");
|
|
break;
|
|
default:
|
|
pr_beep();
|
|
pr("Kaboom!!!\n");
|
|
break;
|
|
}
|
|
switch (target) {
|
|
case targ_bogus:
|
|
case targ_land:
|
|
nreport(player->cnum, N_SCT_SHELL, vict, 1);
|
|
if (vict && vict != player->cnum)
|
|
wu(0, vict,
|
|
"Country #%d shelled sector %s for %d damage.\n",
|
|
player->cnum, xyas(x, y, vict), dam);
|
|
pr("Shells hit sector %s for %d damage.\n",
|
|
xyas(x, y, player->cnum), dam);
|
|
break;
|
|
case targ_ship:
|
|
nreport(player->cnum, N_SHP_SHELL, vict, 1);
|
|
/* fall through */
|
|
default:
|
|
if (vict) {
|
|
wu(0, vict,
|
|
"Country #%d shelled %s in %s for %d damage.\n",
|
|
player->cnum, prship(&vship),
|
|
xyas(vship.shp_x, vship.shp_y, vict), dam);
|
|
}
|
|
pr("Shells hit %s in %s for %d damage.\n",
|
|
prsub(&vship),
|
|
xyas(vship.shp_x, vship.shp_y, player->cnum), dam);
|
|
break;
|
|
}
|
|
/* Ok, now, check if we had a bogus target. If so,
|
|
just continue on, since there is no defender. */
|
|
if (target == targ_bogus)
|
|
continue;
|
|
attgp = &item.gen;
|
|
if (type == EF_LAND) {
|
|
getsect(fland.lnd_x, fland.lnd_y, &fsect);
|
|
attgp = (struct empobj *)&fsect;
|
|
}
|
|
totaldefdam = defend(&fired, &defended, attgp, vict, &ndefending);
|
|
switch (target) {
|
|
case targ_land:
|
|
getsect(x, y, &vsect);
|
|
sectdamage(&vsect, dam);
|
|
putsect(&vsect);
|
|
break;
|
|
default:
|
|
getship(vshipno, &vship);
|
|
check_retreat_and_do_shipdamage(&vship, dam);
|
|
if (vship.shp_effic < SHIP_MINEFF)
|
|
pr("%s sunk!\n", prsub(&vship));
|
|
else if (target == targ_sub
|
|
&& (vship.shp_rflags & RET_DCHRGED)
|
|
&& !(vship.shp_rflags & RET_INJURED))
|
|
retreat_ship(&vship, 'd');
|
|
putship(vship.shp_uid, &vship);
|
|
break;
|
|
}
|
|
if ((totaldefdam == 0) && (target == targ_ship))
|
|
if (vship.shp_rflags & RET_HELPLESS)
|
|
retreat_ship(&vship, 'h');
|
|
switch (attgp->ef_type) {
|
|
case EF_SECTOR:
|
|
putsect(&fsect);
|
|
break;
|
|
case EF_SHIP:
|
|
if ((target == targ_ship) || (target == targ_sub)) {
|
|
if (fship.shp_effic > SHIP_MINEFF) {
|
|
shp_missdef(&fship, vict);
|
|
};
|
|
};
|
|
putship(fship.shp_uid, &fship);
|
|
break;
|
|
default:
|
|
CANT_REACH();
|
|
}
|
|
}
|
|
|
|
free_flist(&defended);
|
|
if (nfiring)
|
|
odds = ((double)ndefending) / ((double)nfiring);
|
|
else
|
|
odds = 1.0;
|
|
do_defdam(&fired, odds);
|
|
return RET_OK;
|
|
}
|
|
|
|
static int
|
|
defend(struct emp_qelem *al, struct emp_qelem *dl,
|
|
struct empobj *attgp, natid vict, int *nd)
|
|
{
|
|
int dam;
|
|
int nfiring = 0;
|
|
|
|
dam = quiet_bigdef(attgp->ef_type, dl, vict,
|
|
attgp->own, attgp->x, attgp->y, &nfiring);
|
|
if (dam) {
|
|
if (nfiring > *nd)
|
|
*nd = nfiring;
|
|
add_to_flist(al, attgp, dam, vict);
|
|
}
|
|
|
|
return dam;
|
|
}
|
|
|
|
static void
|
|
do_defdam(struct emp_qelem *list, double odds)
|
|
{
|
|
|
|
int dam, first = 1;
|
|
natid vict;
|
|
struct flist *fp;
|
|
struct shpstr ship;
|
|
struct sctstr sect;
|
|
struct emp_qelem *qp, *next;
|
|
|
|
for (qp = list->q_forw; qp != list; qp = next) {
|
|
next = qp->q_forw;
|
|
fp = (struct flist *)qp;
|
|
if (fp->type == EF_SHIP) {
|
|
if (!getship(fp->uid, &ship) || !ship.shp_own)
|
|
continue;
|
|
}
|
|
if (first) {
|
|
pr_beep();
|
|
pr("\nDefenders fire back!\n");
|
|
first = 0;
|
|
}
|
|
dam = odds * fp->defdam;
|
|
|
|
if (fp->type == EF_SHIP) {
|
|
vict = fp->victim;
|
|
pr("Return fire hit %s in %s for %d damage.\n",
|
|
prship(&ship),
|
|
xyas(ship.shp_x, ship.shp_y, player->cnum), dam);
|
|
if (vict)
|
|
wu(0, vict,
|
|
"Return fire hit %s in %s for %d damage.\n",
|
|
prsub(&ship), xyas(ship.shp_x, ship.shp_y, vict), dam);
|
|
shipdamage(&ship, dam);
|
|
putship(ship.shp_uid, &ship);
|
|
} else {
|
|
CANT_HAPPEN(fp->type != EF_SECTOR);
|
|
getsect(fp->x, fp->y, §);
|
|
vict = fp->victim;
|
|
pr("Return fire hit sector %s for %d damage.\n",
|
|
xyas(fp->x, fp->y, player->cnum), dam);
|
|
sectdamage(§, dam);
|
|
putsect(§);
|
|
if (vict)
|
|
wu(0, vict, "Return fire hit sector %s for %d damage.\n",
|
|
xyas(fp->x, fp->y, vict), dam);
|
|
}
|
|
emp_remque(&fp->queue);
|
|
free(fp);
|
|
}
|
|
}
|
|
|
|
static int
|
|
quiet_bigdef(int type, struct emp_qelem *list, natid own, natid aown,
|
|
coord ax, coord ay, int *nfiring)
|
|
{
|
|
double erange;
|
|
struct shpstr ship;
|
|
struct lndstr land;
|
|
struct nstr_item ni;
|
|
int dam, dam2, rel, rel2;
|
|
struct sctstr firing;
|
|
struct nstr_sect ns;
|
|
struct flist *fp;
|
|
|
|
if (own == 0)
|
|
return 0;
|
|
dam = 0;
|
|
snxtitem_dist(&ni, EF_SHIP, ax, ay, 8);
|
|
while (nxtitem(&ni, &ship)) {
|
|
if (ship.shp_own == 0)
|
|
continue;
|
|
|
|
if ((mchr[ship.shp_type].m_flags & M_SUB) && type != EF_SHIP)
|
|
continue;
|
|
|
|
rel = getrel(getnatp(ship.shp_own), own);
|
|
rel2 = getrel(getnatp(ship.shp_own), aown);
|
|
if ((ship.shp_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
|
|
continue;
|
|
/* Don't shoot yourself */
|
|
if (ship.shp_own == aown)
|
|
continue;
|
|
if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
|
|
erange = torprange(&ship);
|
|
if (roundrange(erange) < ni.curdist)
|
|
continue;
|
|
if (!line_of_sight(NULL, ship.shp_x, ship.shp_y, ax, ay))
|
|
continue;
|
|
fp = search_flist(list, (struct empobj *)&ship);
|
|
if (fp)
|
|
dam2 = fp->defdam;
|
|
else {
|
|
dam2 = shp_torp(&ship, 0);
|
|
putship(ship.shp_uid, &ship);
|
|
}
|
|
if (dam2 < 0)
|
|
continue;
|
|
if (!chance(shp_torp_hitchance(&ship, ni.curdist)))
|
|
dam2 = 0;
|
|
} else {
|
|
erange = shp_fire_range(&ship);
|
|
if (roundrange(erange) < ni.curdist)
|
|
continue;
|
|
fp = search_flist(list, (struct empobj *)&ship);
|
|
if (fp)
|
|
dam2 = fp->defdam;
|
|
else {
|
|
dam2 = shp_fire(&ship);
|
|
putship(ship.shp_uid, &ship);
|
|
}
|
|
if (dam2 < 0)
|
|
continue;
|
|
nreport(ship.shp_own, N_FIRE_BACK, player->cnum, 1);
|
|
}
|
|
(*nfiring)++;
|
|
if (!fp)
|
|
add_to_flist(list, (struct empobj *)&ship, dam2, 0);
|
|
dam += dam2;
|
|
}
|
|
snxtitem_dist(&ni, EF_LAND, ax, ay, 8);
|
|
while (nxtitem(&ni, &land)) {
|
|
if (land.lnd_own == 0)
|
|
continue;
|
|
/* Don't shoot yourself */
|
|
if (land.lnd_own == aown)
|
|
continue;
|
|
|
|
rel = getrel(getnatp(land.lnd_own), own);
|
|
rel2 = getrel(getnatp(land.lnd_own), aown);
|
|
|
|
if ((land.lnd_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
|
|
continue;
|
|
|
|
erange = lnd_fire_range(&land);
|
|
if (roundrange(erange) < ni.curdist)
|
|
continue;
|
|
|
|
fp = search_flist(list, (struct empobj *)&land);
|
|
if (fp)
|
|
dam2 = fp->defdam;
|
|
else {
|
|
dam2 = lnd_fire(&land);
|
|
putland(land.lnd_uid, &land);
|
|
}
|
|
if (dam2 < 0)
|
|
continue;
|
|
|
|
(*nfiring)++;
|
|
if (!fp)
|
|
add_to_flist(list, (struct empobj *)&land, dam2, 0);
|
|
nreport(land.lnd_own, N_FIRE_BACK, player->cnum, 1);
|
|
if (type == EF_SHIP) {
|
|
if (chance(lnd_acc(&land) / 100.0))
|
|
dam2 = ldround(dam2 / 2.0, 1);
|
|
}
|
|
dam += dam2;
|
|
}
|
|
|
|
/*
|
|
* Determine if any nearby gun-equipped sectors are within
|
|
* range and able to fire at an attacker. Firing sectors
|
|
* need to have guns, shells, and military. Sector being
|
|
* attacked is x,y -- attacker is at ax,ay.
|
|
*/
|
|
|
|
if (!opt_NO_FORT_FIRE) {
|
|
snxtsct_dist(&ns, ax, ay, 8);
|
|
while (nxtsct(&ns, &firing)) {
|
|
if (firing.sct_own == 0)
|
|
continue;
|
|
rel = getrel(getnatp(firing.sct_own), own);
|
|
rel2 = getrel(getnatp(firing.sct_own), aown);
|
|
|
|
if ((firing.sct_own != own) &&
|
|
((rel != ALLIED) || (rel2 != AT_WAR)))
|
|
continue;
|
|
/* Don't shoot yourself */
|
|
if (firing.sct_own == aown)
|
|
continue;
|
|
erange = fortrange(&firing);
|
|
if (roundrange(erange) < ns.curdist)
|
|
continue;
|
|
|
|
fp = search_flist(list, (struct empobj *)&firing);
|
|
if (fp)
|
|
dam2 = fp->defdam;
|
|
else {
|
|
dam2 = fort_fire(&firing);
|
|
putsect(&firing);
|
|
}
|
|
if (dam2 < 0)
|
|
continue;
|
|
(*nfiring)++;
|
|
if (!fp)
|
|
add_to_flist(list, (struct empobj *)&firing, dam2, 0);
|
|
nreport(firing.sct_own, N_FIRE_BACK, player->cnum, 1);
|
|
dam += dam2;
|
|
}
|
|
}
|
|
|
|
return *nfiring == 0 ? 0 : dam / *nfiring;
|
|
}
|
|
|
|
static void
|
|
add_to_flist(struct emp_qelem *list,
|
|
struct empobj *gp, int dam, natid victim)
|
|
{
|
|
struct flist *fp;
|
|
|
|
fp = malloc(sizeof(struct flist));
|
|
fp->type = gp->ef_type;
|
|
fp->uid = gp->uid;
|
|
fp->x = gp->x;
|
|
fp->y = gp->y;
|
|
fp->defdam = dam;
|
|
fp->victim = victim;
|
|
emp_insque(&fp->queue, list);
|
|
}
|
|
|
|
static void
|
|
free_flist(struct emp_qelem *list)
|
|
{
|
|
struct emp_qelem *qp, *next;
|
|
struct flist *fp;
|
|
|
|
for (qp = list->q_forw; qp != list; qp = next) {
|
|
next = qp->q_forw;
|
|
fp = (struct flist *)qp;
|
|
emp_remque(&fp->queue);
|
|
free(fp);
|
|
}
|
|
}
|
|
|
|
static int
|
|
uid_eq(struct emp_qelem *elem, void *key)
|
|
{
|
|
return ((struct flist *)elem)->uid == ((struct empobj *)key)->uid;
|
|
}
|
|
|
|
static struct flist *
|
|
search_flist(struct emp_qelem *list, struct empobj *gp)
|
|
{
|
|
return (struct flist *)emp_searchque(list, gp, uid_eq);
|
|
}
|