Annotation of 42BSD/games/trek/attack.c, revision 1.1.1.1

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: }

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.