annotate src/missile.c @ 18:1424868939a8

Indenting
author darius
date Wed, 24 Dec 1997 12:38:35 +0000
parents 8f2256d473fb
children
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1 /*--------------------------------------------------------------------------
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2 NETREK II -- Paradise
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3
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4 Permission to use, copy, modify, and distribute this software and its
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5 documentation, or any derivative works thereof, for any NON-COMMERCIAL
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6 purpose and without fee is hereby granted, provided that this copyright
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7 notice appear in all copies. No representations are made about the
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8 suitability of this software for any purpose. This software is provided
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9 "as is" without express or implied warranty.
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10
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11 Xtrek Copyright 1986 Chris Guthrie
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12 Netrek (Xtrek II) Copyright 1989 Kevin P. Smith
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13 Scott Silvey
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14 Paradise II (Netrek II) Copyright 1993 Larry Denys
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15 Kurt Olsen
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16 Brandon Gillespie
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17 --------------------------------------------------------------------------*/
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18
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19 #include "config.h"
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20 #include <stdio.h>
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21 #include <sys/types.h>
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22 #include <sys/time.h>
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23
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24 #include "defs.h"
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25 #include "struct.h"
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26 #include "data.h"
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27 #include "shmem.h"
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28
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29 #include "grid.h"
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30
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31
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32
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33
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34
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35 /*-----------------------------MODULE VARIABLES----------------------------*/
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36 static struct timeval lasttime; /* used to prevent players from */
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37 /* firing too quickly */
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38
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39 #define UGAP 100000 /* gap between missile firings, microseconds */
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40 /*-------------------------------------------------------------------------*/
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41
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42
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43
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44
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45
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46
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47
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48
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49 /*----------------------------VISIBLE FUNCTIONS------------------------*/
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50
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51 /*------------------------------FIRE_MISSILE-----------------------------*/
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52 /*
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53 * If a set of given conditions are met, fire a single missile in direction
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54 * course.
5
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55 *
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56 * torp->t_fuse is the life of the missile.
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57 */
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58
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59 void
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60 fire_missile_dir(course)
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61 unsigned char course; /* direction of torp travel */
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62 {
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63 register int i; /* looping var */
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64 register struct missile *drn; /* to point to a torp */
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65 int max;
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66
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67 if (weaponsallowed[WP_MISSILE] == 0)
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68 {
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69 warning("Missiles haven't been invented yet.");
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70 return;
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71 }
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72 if ((weaponsallowed[WP_FIGHTER] == 0) && (me->p_ship.s_nflags & SFNHASFIGHTERS))
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73 {
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74 warning("Fighters haven't been invented yet.");
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75 return;
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76 }
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77 if (0 == shipvals[me->p_ship.s_type].s_missile.count)
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78 {
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79 warning("This ship can't mount a missile rack");
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80 return;
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81 }
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82 if (!(me->p_specweap & SFNHASMISSILE))
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83 {
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84 warning("Our ship is not equipped with a missile rack");
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85 return;
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86 }
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87 if (me->p_ship.s_missilestored == 0)
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88 {
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89 warning("Our missile rack is empty!");
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90 return;
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91 }
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92 if (me->p_flags & PFWEP)
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93 { /* no firing while */
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94 warning("Torpedo launch tubes have exceeded maximum safe temperature!");
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95 return;
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96 }
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97 if (me->p_flags & PFREPAIR)
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98 { /* cannot be in repair mode */
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99 warning("We cannot fire while our vessel is in repair mode.");
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100 return;
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101 }
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102 if ((me->p_cloakphase) && (me->p_ship.s_type != ATT))
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103 {
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104 warning("We are unable to fire while in cloak, captain!");
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105 return; /* no firing while cloaked unless in an ATT */
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106 }
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107 if ((me->p_ship.s_nflags & SFNHASFIGHTERS) &&
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108 (me->p_ntorp > 0))
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109 {
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110 warning("Flight crews rearming fighters, be patient (wait for torps to die)");
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111 return; /* can't do both fighters and torps */
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112 }
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113
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114 if (!check_fire_warp()
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115 || !check_fire_warpprep()
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116 || !check_fire_docked())
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117 return;
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118
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119 if (!temporally_spaced(&lasttime, UGAP))
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120 return;
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121
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122 max = NPTHINGIES;
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123 if (me->p_ship.s_missile.count < max)
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124 max = me->p_ship.s_missile.count;
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125
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126 for (i = 0, drn = &missiles[me->p_no * NPTHINGIES]; i < max; i++, drn++)
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127 {
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128 if (drn->ms_status == TFREE || drn->ms_status == TLAND)
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129 break;
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130 }
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131
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132 if (i >= max)
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133 {
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134 char buf[120];
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135
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136 if (myship->s_nflags & SFNHASFIGHTERS)
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137 sprintf(buf, "Maximum of %d fighters in a squadron.", max);
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138 else
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139 sprintf(buf, "Our computers limit us to %d missiles at a time", max);
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140 warning(buf);
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141 return;
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142 }
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143 if (me->p_fuel < myship->s_missile.cost)
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144 { /* have to have enough fuel */
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145 if (myship->s_nflags & SFNHASFIGHTERS)
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146 warning("No fuel can be spared to send out fighters!");
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147 else
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148 warning("We don't have enough fuel to launch a missile!");
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149 return;
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150 }
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151 if (me->p_ship.s_missilestored > 0)
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152 {
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153 char buf[80];
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154 me->p_ship.s_missilestored--; /* use up a missile in the rack */
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155 if (myship->s_nflags & SFNHASFIGHTERS)
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156 {
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157 me->p_armies = (int) (me->p_ship.s_missilestored / FAE_RATE);
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158 sprintf(buf, "Fighter launched. %d left", me->p_ship.s_missilestored);
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159 }
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160 else
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161 sprintf(buf, "Missile away. %d left", me->p_ship.s_missilestored);
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162 warning(buf);
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163 }
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164 me->p_fuel -= myship->s_missile.cost; /* dec the fuel */
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165 me->p_wtemp += myship->s_missile.wtemp; /* Heat weapons */
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166
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167
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168 drn->ms_no = drn - missiles; /* set torp's number */
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169 drn->ms_status = TMOVE; /* set torp's type */
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170 drn->ms_owner = me->p_no; /* set torp's owner */
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171
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172 move_missile(drn->ms_no, me->p_x, me->p_y, 0);
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173
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174 /* Fighters get launched in "groups" of four --> +/- 30',60' */
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175 /* It might be a good idea to make this launch pattern thing a #define */
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176 /* Maybe even a macro with a pattern, so they can go in groups of 2,3,etc */
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177
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178 if (myship->s_nflags & SFNHASFIGHTERS)
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179 {
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180 if (((drn->ms_no) % NPTHINGIES) % 4 == 1)
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181 drn->ms_dir = me->p_dir + 16;
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182 else if (((drn->ms_no) % NPTHINGIES) % 4 == 2)
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183 drn->ms_dir = me->p_dir - 48;
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184 else if (((drn->ms_no) % NPTHINGIES) % 4 == 3)
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185 drn->ms_dir = me->p_dir + 48;
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186 else
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187 drn->ms_dir = me->p_dir - 16; /* set course of torp */
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188 }
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189 else if (myship->s_nflags & SFNMASSPRODUCED)
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190 drn->ms_dir = me->p_dir; /* PTs only fire forward */
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191 else
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192 drn->ms_dir = course;
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193
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194 drn->ms_damage = myship->s_missile.damage; /* set its damage */
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195 drn->ms_speed = myship->s_missile.speed; /* set its speed */
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196 drn->ms_fuse = myship->s_missile.fuse + (lrand48() % 20); /* set fuse */
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197 drn->ms_war = me->p_hostile | me->p_swar; /* get its war mask */
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198 drn->ms_team = me->p_team; /* set team of owner */
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199 drn->fi_hasfired = 0;
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200 if (myship->s_nflags & SFNHASFIGHTERS)
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201 { /* If sfnhasfighters is set */
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202 drn->ms_type = FIGHTERTHINGY; /* the missile is a fighter. */
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203 }
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204 else
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205 {
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206 drn->ms_type = MISSILETHINGY;
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207 }
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208
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209 drn->ms_turns = myship->s_missile.aux; /* set how torp tracks */
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210 drn->ms_locked = -1;
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211 me->p_nthingys++; /* we own another thingy */
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212 }
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213
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214 /*-------------------------------------------------------------------------*/
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215
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216
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217
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218
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219
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220
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221 /*-------END OF FILE--------*/