freebsd-nq/games/trek/attack.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

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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;
}