Annotation of 42BSD/games/trek/attack.c, revision 1.1

1.1     ! root        1: #ifndef lint
        !             2: static char sccsid[] = "@(#)attack.c   4.2     (Berkeley)      5/9/83";
        !             3: #endif not lint
        !             4: 
        !             5: # include      "trek.h"
        !             6: 
        !             7: /*
        !             8: **  Klingon Attack Routine
        !             9: **
        !            10: **     This routine performs the Klingon attack provided that
        !            11: **     (1) Something happened this move (i.e., not free), and
        !            12: **     (2) You are not cloaked.  Note that if you issue the
        !            13: **     cloak command, you are not considered cloaked until you
        !            14: **     expend some time.
        !            15: **
        !            16: **     Klingons are permitted to move both before and after the
        !            17: **     attack.  They will tend to move toward you before the
        !            18: **     attack and away from you after the attack.
        !            19: **
        !            20: **     Under certain conditions you can get a critical hit.  This
        !            21: **     sort of hit damages devices.  The probability that a given
        !            22: **     device is damaged depends on the device.  Well protected
        !            23: **     devices (such as the computer, which is in the core of the
        !            24: **     ship and has considerable redundancy) almost never get
        !            25: **     damaged, whereas devices which are exposed (such as the
        !            26: **     warp engines) or which are particularly delicate (such as
        !            27: **     the transporter) have a much higher probability of being
        !            28: **     damaged.
        !            29: **
        !            30: **     The actual amount of damage (i.e., how long it takes to fix
        !            31: **     it) depends on the amount of the hit and the "damfac[]"
        !            32: **     entry for the particular device.
        !            33: **
        !            34: **     Casualties can also occur.
        !            35: */
        !            36: 
        !            37: attack(resting)
        !            38: int    resting;        /* set if attack while resting */
        !            39: {
        !            40:        register int            hit, i, l;
        !            41:        int                     maxhit, tothit, shldabsb;
        !            42:        double                  chgfac, propor, extradm;
        !            43:        double                  dustfac, tothe;
        !            44:        int                     cas;
        !            45:        int                     hitflag;
        !            46: 
        !            47:        if (Move.free)
        !            48:                return;
        !            49:        if (Etc.nkling <= 0 || Quad[Ship.quadx][Ship.quady].stars < 0)
        !            50:                return;
        !            51:        if (Ship.cloaked && Ship.cloakgood)
        !            52:                return;
        !            53:        /* move before attack */
        !            54:        klmove(0);
        !            55:        if (Ship.cond == DOCKED)
        !            56:        {
        !            57:                if (!resting)
        !            58:                        printf("Starbase shields protect the %s\n", Ship.shipname);
        !            59:                return;
        !            60:        }
        !            61:        /* setup shield effectiveness */
        !            62:        chgfac = 1.0;
        !            63:        if (Move.shldchg)
        !            64:                chgfac = 0.25 + 0.50 * franf();
        !            65:        maxhit = tothit = 0;
        !            66:        hitflag = 0;
        !            67: 
        !            68:        /* let each Klingon do his damndest */
        !            69:        for (i = 0; i < Etc.nkling; i++)
        !            70:        {
        !            71:                /* if he's low on power he won't attack */
        !            72:                if (Etc.klingon[i].power < 20)
        !            73:                        continue;
        !            74:                if (!hitflag)
        !            75:                {
        !            76:                        printf("\nStardate %.2f: Klingon attack:\n",
        !            77:                                Now.date);
        !            78:                        hitflag++;
        !            79:                }
        !            80:                /* complete the hit */
        !            81:                dustfac = 0.90 + 0.01 * franf();
        !            82:                tothe = Etc.klingon[i].avgdist;
        !            83:                hit = Etc.klingon[i].power * pow(dustfac, tothe) * Param.hitfac;
        !            84:                /* deplete his energy */
        !            85:                dustfac = Etc.klingon[i].power;
        !            86:                Etc.klingon[i].power = dustfac * Param.phasfac * (1.0 + (franf() - 0.5) * 0.2);
        !            87:                /* see how much of hit shields will absorb */
        !            88:                shldabsb = 0;
        !            89:                if (Ship.shldup || Move.shldchg)
        !            90:                {
        !            91:                        propor = Ship.shield;
        !            92:                        propor /= Param.shield;
        !            93:                        shldabsb = propor * chgfac * hit;
        !            94:                        if (shldabsb > Ship.shield)
        !            95:                                shldabsb = Ship.shield;
        !            96:                        Ship.shield -= shldabsb;
        !            97:                }
        !            98:                /* actually do the hit */
        !            99:                printf("HIT: %d units", hit);
        !           100:                if (!damaged(SRSCAN))
        !           101:                        printf(" from %d,%d", Etc.klingon[i].x, Etc.klingon[i].y);
        !           102:                cas = (shldabsb * 100) / hit;
        !           103:                hit -= shldabsb;
        !           104:                if (shldabsb > 0)
        !           105:                        printf(", shields absorb %d%%, effective hit %d\n",
        !           106:                                cas, hit);
        !           107:                else
        !           108:                        printf("\n");
        !           109:                tothit += hit;
        !           110:                if (hit > maxhit)
        !           111:                        maxhit = hit;
        !           112:                Ship.energy -= hit;
        !           113:                /* see if damages occurred */
        !           114:                if (hit >= (15 - Game.skill) * (25 - ranf(12)))
        !           115:                {
        !           116:                        printf("CRITICAL HIT!!!\n");
        !           117:                        /* select a device from probability vector */
        !           118:                        cas = ranf(1000);
        !           119:                        for (l = 0; cas >= 0; l++)
        !           120:                                cas -= Param.damprob[l];
        !           121:                        l -= 1;
        !           122:                        /* compute amount of damage */
        !           123:                        extradm = (hit * Param.damfac[l]) / (75 + ranf(25)) + 0.5;
        !           124:                        /* damage the device */
        !           125:                        damage(l, extradm);
        !           126:                        if (damaged(SHIELD))
        !           127:                        {
        !           128:                                if (Ship.shldup)
        !           129:                                        printf("Sulu: Shields knocked down, captain.\n");
        !           130:                                Ship.shldup = 0;
        !           131:                                Move.shldchg = 0;
        !           132:                        }
        !           133:                }
        !           134:                if (Ship.energy <= 0)
        !           135:                        lose(L_DSTRYD);
        !           136:        }
        !           137: 
        !           138:        /* see what our casualities are like */
        !           139:        if (maxhit >= 200 || tothit >= 500)
        !           140:        {
        !           141:                cas = tothit * 0.015 * franf();
        !           142:                if (cas >= 2)
        !           143:                {
        !           144:                        printf("McCoy: we suffered %d casualties in that attack.\n",
        !           145:                                cas);
        !           146:                        Game.deaths += cas;
        !           147:                        Ship.crew -= cas;
        !           148:                }
        !           149:        }
        !           150: 
        !           151:        /* allow Klingons to move after attacking */
        !           152:        klmove(1);
        !           153: 
        !           154:        return;
        !           155: }

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