
Straightforward forward port. Drop the code to reset track on startup. It's not necessary, and it breaks linking of empdump.
301 lines
6.8 KiB
C
301 lines
6.8 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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* landgun.c: Fire weapons
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*
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* Known contributors to this file:
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* Markus Armbruster, 2006-2008
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*/
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#include <config.h>
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#include "damage.h"
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#include "file.h"
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#include "land.h"
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#include "nat.h"
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#include "optlist.h"
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#include "prototypes.h"
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#include "sect.h"
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#include "ship.h"
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double
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fortgun(int effic, int guns)
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{
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double d;
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double g = MIN(guns, 7);
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d = (random() % 30 + 20.0) * (g / 7.0);
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d *= effic / 100.0;
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return d;
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}
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double
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seagun(int effic, int guns)
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{
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double d;
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d = 0.0;
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while (guns--)
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d += 10.0 + random() % 6;
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d *= effic * 0.01;
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return d;
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}
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double
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landunitgun(int effic, int guns)
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{
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double d;
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d = 0.0;
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while (guns--)
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d += 5.0 + random() % 6;
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d *= effic * 0.01;
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return d;
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}
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/*
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* Fire from fortress SP.
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* Use ammo, resupply if necessary.
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* Return damage if the fortress fires, else -1.
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*/
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int
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fort_fire(struct sctstr *sp)
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{
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int guns = sp->sct_item[I_GUN];
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int shells;
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if (sp->sct_type != SCT_FORTR || sp->sct_effic < FORTEFF)
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return -1;
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if (sp->sct_item[I_MILIT] < 5 || guns == 0)
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return -1;
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shells = sp->sct_item[I_SHELL];
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shells += supply_commod(sp->sct_own, sp->sct_x, sp->sct_y,
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I_SHELL, 1 - shells);
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if (shells == 0)
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return -1;
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sp->sct_item[I_SHELL] = shells - 1;
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return (int)fortgun(sp->sct_effic, guns);
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}
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/*
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* Fire from ship SP.
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* Use ammo, resupply if necessary.
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* Return damage if the ship fires, else -1.
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*/
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int
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shp_fire(struct shpstr *sp)
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{
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int guns, shells;
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if (sp->shp_effic < 60)
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return -1;
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guns = shp_usable_guns(sp);
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guns = MIN(guns, (sp->shp_item[I_MILIT] + 1) / 2);
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if (guns == 0)
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return -1;
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shells = sp->shp_item[I_SHELL];
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shells += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
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I_SHELL, (guns + 1) / 2 - shells);
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guns = MIN(guns, shells * 2);
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if (guns == 0)
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return -1;
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sp->shp_item[I_SHELL] = shells - (guns + 1) / 2;
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return (int)seagun(sp->shp_effic, guns);
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}
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/*
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* Drop depth-charges from ship SP.
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* Use ammo, resupply if necessary.
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* Return damage if the ship drops depth-charges, else -1.
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*/
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int
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shp_dchrg(struct shpstr *sp)
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{
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int shells, dchrgs;
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if (sp->shp_effic < 60 || (mchr[sp->shp_type].m_flags & M_DCH) == 0)
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return -1;
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if (sp->shp_item[I_MILIT] == 0)
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return -1;
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shells = sp->shp_item[I_SHELL];
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shells += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
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I_SHELL, 2 - shells);
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if (shells == 0)
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return -1;
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dchrgs = MIN(2, shells);
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sp->shp_item[I_SHELL] = shells - dchrgs;
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return (int)seagun(sp->shp_effic, 2 * dchrgs - 1);
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}
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/*
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* Fire torpedo from ship SP.
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* Use ammo and mobility, resupply if necessary.
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* Return damage if the ship fires, else -1.
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*/
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int
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shp_torp(struct shpstr *sp, int usemob)
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{
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int shells;
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if (sp->shp_effic < 60 || (mchr[sp->shp_type].m_flags & M_TORP) == 0)
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return -1;
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if (sp->shp_item[I_MILIT] == 0 || sp->shp_item[I_GUN] == 0)
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return -1;
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if (usemob && sp->shp_mobil <= 0)
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return -1;
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shells = sp->shp_item[I_SHELL];
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shells += supply_commod(sp->shp_own, sp->shp_x, sp->shp_y,
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I_SHELL, SHP_TORP_SHELLS - shells);
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if (shells < SHP_TORP_SHELLS)
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return -1;
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sp->shp_item[I_SHELL] = shells - SHP_TORP_SHELLS;
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if (usemob)
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sp->shp_mobil -= (int)shp_mobcost(sp) / 2.0;
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return TORP_DAMAGE();
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}
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/*
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* Fire from land unit LP.
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* Use ammo, resupply if necessary.
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* Return damage if the land unit fires, else -1.
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*/
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int
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lnd_fire(struct lndstr *lp)
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{
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int guns, ammo, shells;
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double d;
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if (lp->lnd_effic < LAND_MINFIREEFF)
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return -1;
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if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
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return -1;
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if (lp->lnd_item[I_MILIT] == 0)
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return -1;
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guns = lnd_dam(lp);
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guns = MIN(guns, lp->lnd_item[I_GUN]);
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if (guns == 0)
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return -1;
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ammo = lchr[lp->lnd_type].l_ammo;
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if (CANT_HAPPEN(ammo == 0))
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ammo = 1;
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shells = lp->lnd_item[I_SHELL];
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shells += supply_commod(lp->lnd_own, lp->lnd_x, lp->lnd_y,
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I_SHELL, ammo - shells);
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if (shells == 0)
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return -1;
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d = landunitgun(lp->lnd_effic, guns);
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if (shells < ammo) {
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d *= (double)shells / (double)ammo;
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ammo = shells;
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}
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lp->lnd_item[I_SHELL] = shells - ammo;
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return d;
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}
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/*
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* Return number of guns ship SP can fire.
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*/
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int
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shp_usable_guns(struct shpstr *sp)
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{
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return MIN(shp_glim(sp), sp->shp_item[I_GUN]);
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}
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/*
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* Return effective firing range for range factor RNG at tech TLEV.
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*/
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static double
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effrange(int rng, double tlev)
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{
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/* FIXME don't truncate TLEV */
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return techfact((int)tlev, rng / 2.0);
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}
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/*
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* Return firing range for sector SP.
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*/
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double
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fortrange(struct sctstr *sp)
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{
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struct natstr *np = getnatp(sp->sct_own);
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double rng;
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if (sp->sct_type != SCT_FORTR || sp->sct_effic < FORTEFF)
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return -1.0;
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rng = effrange(14.0 * fire_range_factor, np->nat_level[NAT_TLEV]);
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if (sp->sct_effic > 59)
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rng++;
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return rng;
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}
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/*
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* Return firing range for ship SP.
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*/
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double
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shp_fire_range(struct shpstr *sp)
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{
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return effrange(shp_frnge(sp), sp->shp_tech);
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}
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/*
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* Return torpedo range for ship SP.
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*/
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double
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torprange(struct shpstr *sp)
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{
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return effrange(shp_frnge(sp) * 2, sp->shp_tech)
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* sp->shp_effic / 100.0;
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}
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/*
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* Return hit chance for torpedo from ship SP at range RANGE.
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*/
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double
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shp_torp_hitchance(struct shpstr *sp, int range)
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{
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return DTORP_HITCHANCE(range, shp_visib(sp));
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}
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/*
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* Return firing range for land unit SP.
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*/
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double
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lnd_fire_range(struct lndstr *lp)
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{
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struct sctstr sect;
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getsect(lp->lnd_x, lp->lnd_y, §);
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return effrange(lnd_frg(lp), lp->lnd_tech)
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+ (sect.sct_type == SCT_MOUNT ? 0.5 : 0.0);
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}
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int
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roundrange(double r)
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{
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return roundavg(r);
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}
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