freebsd-dev/games/trek/attack.c
jkh 057afceb86 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

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/*
* 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[] = "@(#)attack.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
# include "trek.h"
/*
** Klingon Attack Routine
**
** This routine performs the Klingon attack provided that
** (1) Something happened this move (i.e., not free), and
** (2) You are not cloaked. Note that if you issue the
** cloak command, you are not considered cloaked until you
** expend some time.
**
** Klingons are permitted to move both before and after the
** attack. They will tend to move toward you before the
** attack and away from you after the attack.
**
** Under certain conditions you can get a critical hit. This
** sort of hit damages devices. The probability that a given
** device is damaged depends on the device. Well protected
** devices (such as the computer, which is in the core of the
** ship and has considerable redundancy) almost never get
** damaged, whereas devices which are exposed (such as the
** warp engines) or which are particularly delicate (such as
** the transporter) have a much higher probability of being
** damaged.
**
** The actual amount of damage (i.e., how long it takes to fix
** it) depends on the amount of the hit and the "damfac[]"
** entry for the particular device.
**
** Casualties can also occur.
*/
attack(resting)
int resting; /* set if attack while resting */
{
register int hit, i, l;
int maxhit, tothit, shldabsb;
double chgfac, propor, extradm;
double dustfac, tothe;
int cas;
int hitflag;
if (Move.free)
return;
if (Etc.nkling <= 0 || Quad[Ship.quadx][Ship.quady].stars < 0)
return;
if (Ship.cloaked && Ship.cloakgood)
return;
/* move before attack */
klmove(0);
if (Ship.cond == DOCKED)
{
if (!resting)
printf("Starbase shields protect the %s\n", Ship.shipname);
return;
}
/* setup shield effectiveness */
chgfac = 1.0;
if (Move.shldchg)
chgfac = 0.25 + 0.50 * franf();
maxhit = tothit = 0;
hitflag = 0;
/* let each Klingon do his damndest */
for (i = 0; i < Etc.nkling; i++)
{
/* if he's low on power he won't attack */
if (Etc.klingon[i].power < 20)
continue;
if (!hitflag)
{
printf("\nStardate %.2f: Klingon attack:\n",
Now.date);
hitflag++;
}
/* complete the hit */
dustfac = 0.90 + 0.01 * franf();
tothe = Etc.klingon[i].avgdist;
hit = Etc.klingon[i].power * pow(dustfac, tothe) * Param.hitfac;
/* deplete his energy */
dustfac = Etc.klingon[i].power;
Etc.klingon[i].power = dustfac * Param.phasfac * (1.0 + (franf() - 0.5) * 0.2);
/* see how much of hit shields will absorb */
shldabsb = 0;
if (Ship.shldup || Move.shldchg)
{
propor = Ship.shield;
propor /= Param.shield;
shldabsb = propor * chgfac * hit;
if (shldabsb > Ship.shield)
shldabsb = Ship.shield;
Ship.shield -= shldabsb;
}
/* actually do the hit */
printf("HIT: %d units", hit);
if (!damaged(SRSCAN))
printf(" from %d,%d", Etc.klingon[i].x, Etc.klingon[i].y);
cas = (shldabsb * 100) / hit;
hit -= shldabsb;
if (shldabsb > 0)
printf(", shields absorb %d%%, effective hit %d\n",
cas, hit);
else
printf("\n");
tothit += hit;
if (hit > maxhit)
maxhit = hit;
Ship.energy -= hit;
/* see if damages occurred */
if (hit >= (15 - Game.skill) * (25 - ranf(12)))
{
printf("CRITICAL HIT!!!\n");
/* select a device from probability vector */
cas = ranf(1000);
for (l = 0; cas >= 0; l++)
cas -= Param.damprob[l];
l -= 1;
/* compute amount of damage */
extradm = (hit * Param.damfac[l]) / (75 + ranf(25)) + 0.5;
/* damage the device */
damage(l, extradm);
if (damaged(SHIELD))
{
if (Ship.shldup)
printf("Sulu: Shields knocked down, captain.\n");
Ship.shldup = 0;
Move.shldchg = 0;
}
}
if (Ship.energy <= 0)
lose(L_DSTRYD);
}
/* see what our casualities are like */
if (maxhit >= 200 || tothit >= 500)
{
cas = tothit * 0.015 * franf();
if (cas >= 2)
{
printf("McCoy: we suffered %d casualties in that attack.\n",
cas);
Game.deaths += cas;
Ship.crew -= cas;
}
}
/* allow Klingons to move after attacking */
klmove(1);
return;
}