057afceb86
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
189 lines
5.8 KiB
C
189 lines
5.8 KiB
C
/*
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* Copyright (c) 1980, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)attack.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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# include "trek.h"
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/*
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** Klingon Attack Routine
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**
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** This routine performs the Klingon attack provided that
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** (1) Something happened this move (i.e., not free), and
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** (2) You are not cloaked. Note that if you issue the
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** cloak command, you are not considered cloaked until you
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** expend some time.
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**
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** Klingons are permitted to move both before and after the
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** attack. They will tend to move toward you before the
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** attack and away from you after the attack.
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**
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** Under certain conditions you can get a critical hit. This
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** sort of hit damages devices. The probability that a given
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** device is damaged depends on the device. Well protected
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** devices (such as the computer, which is in the core of the
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** ship and has considerable redundancy) almost never get
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** damaged, whereas devices which are exposed (such as the
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** warp engines) or which are particularly delicate (such as
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** the transporter) have a much higher probability of being
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** damaged.
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**
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** The actual amount of damage (i.e., how long it takes to fix
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** it) depends on the amount of the hit and the "damfac[]"
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** entry for the particular device.
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**
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** Casualties can also occur.
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*/
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attack(resting)
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int resting; /* set if attack while resting */
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{
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register int hit, i, l;
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int maxhit, tothit, shldabsb;
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double chgfac, propor, extradm;
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double dustfac, tothe;
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int cas;
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int hitflag;
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if (Move.free)
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return;
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if (Etc.nkling <= 0 || Quad[Ship.quadx][Ship.quady].stars < 0)
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return;
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if (Ship.cloaked && Ship.cloakgood)
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return;
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/* move before attack */
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klmove(0);
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if (Ship.cond == DOCKED)
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{
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if (!resting)
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printf("Starbase shields protect the %s\n", Ship.shipname);
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return;
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}
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/* setup shield effectiveness */
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chgfac = 1.0;
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if (Move.shldchg)
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chgfac = 0.25 + 0.50 * franf();
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maxhit = tothit = 0;
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hitflag = 0;
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/* let each Klingon do his damndest */
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for (i = 0; i < Etc.nkling; i++)
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{
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/* if he's low on power he won't attack */
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if (Etc.klingon[i].power < 20)
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continue;
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if (!hitflag)
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{
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printf("\nStardate %.2f: Klingon attack:\n",
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Now.date);
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hitflag++;
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}
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/* complete the hit */
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dustfac = 0.90 + 0.01 * franf();
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tothe = Etc.klingon[i].avgdist;
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hit = Etc.klingon[i].power * pow(dustfac, tothe) * Param.hitfac;
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/* deplete his energy */
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dustfac = Etc.klingon[i].power;
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Etc.klingon[i].power = dustfac * Param.phasfac * (1.0 + (franf() - 0.5) * 0.2);
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/* see how much of hit shields will absorb */
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shldabsb = 0;
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if (Ship.shldup || Move.shldchg)
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{
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propor = Ship.shield;
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propor /= Param.shield;
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shldabsb = propor * chgfac * hit;
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if (shldabsb > Ship.shield)
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shldabsb = Ship.shield;
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Ship.shield -= shldabsb;
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}
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/* actually do the hit */
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printf("HIT: %d units", hit);
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if (!damaged(SRSCAN))
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printf(" from %d,%d", Etc.klingon[i].x, Etc.klingon[i].y);
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cas = (shldabsb * 100) / hit;
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hit -= shldabsb;
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if (shldabsb > 0)
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printf(", shields absorb %d%%, effective hit %d\n",
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cas, hit);
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else
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printf("\n");
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tothit += hit;
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if (hit > maxhit)
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maxhit = hit;
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Ship.energy -= hit;
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/* see if damages occurred */
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if (hit >= (15 - Game.skill) * (25 - ranf(12)))
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{
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printf("CRITICAL HIT!!!\n");
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/* select a device from probability vector */
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cas = ranf(1000);
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for (l = 0; cas >= 0; l++)
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cas -= Param.damprob[l];
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l -= 1;
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/* compute amount of damage */
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extradm = (hit * Param.damfac[l]) / (75 + ranf(25)) + 0.5;
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/* damage the device */
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damage(l, extradm);
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if (damaged(SHIELD))
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{
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if (Ship.shldup)
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printf("Sulu: Shields knocked down, captain.\n");
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Ship.shldup = 0;
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Move.shldchg = 0;
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}
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}
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if (Ship.energy <= 0)
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lose(L_DSTRYD);
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}
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/* see what our casualities are like */
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if (maxhit >= 200 || tothit >= 500)
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{
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cas = tothit * 0.015 * franf();
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if (cas >= 2)
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{
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printf("McCoy: we suffered %d casualties in that attack.\n",
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cas);
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Game.deaths += cas;
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Ship.crew -= cas;
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}
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}
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/* allow Klingons to move after attacking */
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klmove(1);
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return;
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}
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