freebsd-dev/games/trek/torped.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

248 lines
6.0 KiB
C

/*
* Copyright (c) 1980, 1993
* The Regents of the University of California. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#ifndef lint
static char sccsid[] = "@(#)torped.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
# include <stdio.h>
# include "trek.h"
/*
** PHOTON TORPEDO CONTROL
**
** Either one or three photon torpedoes are fired. If three
** are fired, it is called a "burst" and you also specify
** a spread angle.
**
** Torpedoes are never 100% accurate. There is always a random
** cludge factor in their course which is increased if you have
** your shields up. Hence, you will find that they are more
** accurate at close range. However, they have the advantage that
** at long range they don't lose any of their power as phasers
** do, i.e., a hit is a hit is a hit, by any other name.
**
** When the course spreads too much, you get a misfire, and the
** course is randomized even more. You also have the chance that
** the misfire damages your torpedo tubes.
*/
torped()
{
register int ix, iy;
double x, y, dx, dy;
double angle;
int course, course2;
register int k;
double bigger;
double sectsize;
int burst;
int n;
if (Ship.cloaked)
{
return (printf("Federation regulations do not permit attack while cloaked.\n"));
}
if (check_out(TORPED))
return;
if (Ship.torped <= 0)
{
return (printf("All photon torpedos expended\n"));
}
/* get the course */
course = getintpar("Torpedo course");
if (course < 0 || course > 360)
return;
burst = -1;
/* need at least three torpedoes for a burst */
if (Ship.torped < 3)
{
printf("No-burst mode selected\n");
burst = 0;
}
else
{
/* see if the user wants one */
if (!testnl())
{
k = ungetc(cgetc(0), stdin);
if (k >= '0' && k <= '9')
burst = 1;
}
}
if (burst < 0)
{
burst = getynpar("Do you want a burst");
}
if (burst)
{
burst = getintpar("burst angle");
if (burst <= 0)
return;
if (burst > 15)
return (printf("Maximum burst angle is 15 degrees\n"));
}
sectsize = NSECTS;
n = -1;
if (burst)
{
n = 1;
course -= burst;
}
for (; n && n <= 3; n++)
{
/* select a nice random course */
course2 = course + randcourse(n);
angle = course2 * 0.0174532925; /* convert to radians */
dx = -cos(angle);
dy = sin(angle);
bigger = fabs(dx);
x = fabs(dy);
if (x > bigger)
bigger = x;
dx /= bigger;
dy /= bigger;
x = Ship.sectx + 0.5;
y = Ship.secty + 0.5;
if (Ship.cond != DOCKED)
Ship.torped -= 1;
printf("Torpedo track");
if (n > 0)
printf(", torpedo number %d", n);
printf(":\n%6.1f\t%4.1f\n", x, y);
while (1)
{
ix = x += dx;
iy = y += dy;
if (x < 0.0 || x >= sectsize || y < 0.0 || y >= sectsize)
{
printf("Torpedo missed\n");
break;
}
printf("%6.1f\t%4.1f\n", x, y);
switch (Sect[ix][iy])
{
case EMPTY:
continue;
case HOLE:
printf("Torpedo disappears into a black hole\n");
break;
case KLINGON:
for (k = 0; k < Etc.nkling; k++)
{
if (Etc.klingon[k].x != ix || Etc.klingon[k].y != iy)
continue;
Etc.klingon[k].power -= 500 + ranf(501);
if (Etc.klingon[k].power > 0)
{
printf("*** Hit on Klingon at %d,%d: extensive damages\n",
ix, iy);
break;
}
killk(ix, iy);
break;
}
break;
case STAR:
nova(ix, iy);
break;
case INHABIT:
kills(ix, iy, -1);
break;
case BASE:
killb(Ship.quadx, Ship.quady);
Game.killb += 1;
break;
default:
printf("Unknown object %c at %d,%d destroyed\n",
Sect[ix][iy], ix, iy);
Sect[ix][iy] = EMPTY;
break;
}
break;
}
if (damaged(TORPED) || Quad[Ship.quadx][Ship.quady].stars < 0)
break;
course += burst;
}
Move.free = 0;
}
/*
** RANDOMIZE COURSE
**
** This routine randomizes the course for torpedo number 'n'.
** Other things handled by this routine are misfires, damages
** to the tubes, etc.
*/
randcourse(n)
int n;
{
double r;
register int d;
d = ((franf() + franf()) - 1.0) * 20;
if (abs(d) > 12)
{
printf("Photon tubes misfire");
if (n < 0)
printf("\n");
else
printf(" on torpedo %d\n", n);
if (ranf(2))
{
damage(TORPED, 0.2 * abs(d) * (franf() + 1.0));
}
d *= 1.0 + 2.0 * franf();
}
if (Ship.shldup || Ship.cond == DOCKED)
{
r = Ship.shield;
r = 1.0 + r / Param.shield;
if (Ship.cond == DOCKED)
r = 2.0;
d *= r;
}
return (d);
}