Annotation of 43BSD/games/trek/attack.c, revision 1.1

1.1     ! root        1: /*
        !             2:  * Copyright (c) 1980 Regents of the University of California.
        !             3:  * All rights reserved.  The Berkeley software License Agreement
        !             4:  * specifies the terms and conditions for redistribution.
        !             5:  */
        !             6: 
        !             7: #ifndef lint
        !             8: static char sccsid[] = "@(#)attack.c   5.1 (Berkeley) 5/30/85";
        !             9: #endif not lint
        !            10: 
        !            11: # include      "trek.h"
        !            12: 
        !            13: /*
        !            14: **  Klingon Attack Routine
        !            15: **
        !            16: **     This routine performs the Klingon attack provided that
        !            17: **     (1) Something happened this move (i.e., not free), and
        !            18: **     (2) You are not cloaked.  Note that if you issue the
        !            19: **     cloak command, you are not considered cloaked until you
        !            20: **     expend some time.
        !            21: **
        !            22: **     Klingons are permitted to move both before and after the
        !            23: **     attack.  They will tend to move toward you before the
        !            24: **     attack and away from you after the attack.
        !            25: **
        !            26: **     Under certain conditions you can get a critical hit.  This
        !            27: **     sort of hit damages devices.  The probability that a given
        !            28: **     device is damaged depends on the device.  Well protected
        !            29: **     devices (such as the computer, which is in the core of the
        !            30: **     ship and has considerable redundancy) almost never get
        !            31: **     damaged, whereas devices which are exposed (such as the
        !            32: **     warp engines) or which are particularly delicate (such as
        !            33: **     the transporter) have a much higher probability of being
        !            34: **     damaged.
        !            35: **
        !            36: **     The actual amount of damage (i.e., how long it takes to fix
        !            37: **     it) depends on the amount of the hit and the "damfac[]"
        !            38: **     entry for the particular device.
        !            39: **
        !            40: **     Casualties can also occur.
        !            41: */
        !            42: 
        !            43: attack(resting)
        !            44: int    resting;        /* set if attack while resting */
        !            45: {
        !            46:        register int            hit, i, l;
        !            47:        int                     maxhit, tothit, shldabsb;
        !            48:        double                  chgfac, propor, extradm;
        !            49:        double                  dustfac, tothe;
        !            50:        int                     cas;
        !            51:        int                     hitflag;
        !            52: 
        !            53:        if (Move.free)
        !            54:                return;
        !            55:        if (Etc.nkling <= 0 || Quad[Ship.quadx][Ship.quady].stars < 0)
        !            56:                return;
        !            57:        if (Ship.cloaked && Ship.cloakgood)
        !            58:                return;
        !            59:        /* move before attack */
        !            60:        klmove(0);
        !            61:        if (Ship.cond == DOCKED)
        !            62:        {
        !            63:                if (!resting)
        !            64:                        printf("Starbase shields protect the %s\n", Ship.shipname);
        !            65:                return;
        !            66:        }
        !            67:        /* setup shield effectiveness */
        !            68:        chgfac = 1.0;
        !            69:        if (Move.shldchg)
        !            70:                chgfac = 0.25 + 0.50 * franf();
        !            71:        maxhit = tothit = 0;
        !            72:        hitflag = 0;
        !            73: 
        !            74:        /* let each Klingon do his damndest */
        !            75:        for (i = 0; i < Etc.nkling; i++)
        !            76:        {
        !            77:                /* if he's low on power he won't attack */
        !            78:                if (Etc.klingon[i].power < 20)
        !            79:                        continue;
        !            80:                if (!hitflag)
        !            81:                {
        !            82:                        printf("\nStardate %.2f: Klingon attack:\n",
        !            83:                                Now.date);
        !            84:                        hitflag++;
        !            85:                }
        !            86:                /* complete the hit */
        !            87:                dustfac = 0.90 + 0.01 * franf();
        !            88:                tothe = Etc.klingon[i].avgdist;
        !            89:                hit = Etc.klingon[i].power * pow(dustfac, tothe) * Param.hitfac;
        !            90:                /* deplete his energy */
        !            91:                dustfac = Etc.klingon[i].power;
        !            92:                Etc.klingon[i].power = dustfac * Param.phasfac * (1.0 + (franf() - 0.5) * 0.2);
        !            93:                /* see how much of hit shields will absorb */
        !            94:                shldabsb = 0;
        !            95:                if (Ship.shldup || Move.shldchg)
        !            96:                {
        !            97:                        propor = Ship.shield;
        !            98:                        propor /= Param.shield;
        !            99:                        shldabsb = propor * chgfac * hit;
        !           100:                        if (shldabsb > Ship.shield)
        !           101:                                shldabsb = Ship.shield;
        !           102:                        Ship.shield -= shldabsb;
        !           103:                }
        !           104:                /* actually do the hit */
        !           105:                printf("HIT: %d units", hit);
        !           106:                if (!damaged(SRSCAN))
        !           107:                        printf(" from %d,%d", Etc.klingon[i].x, Etc.klingon[i].y);
        !           108:                cas = (shldabsb * 100) / hit;
        !           109:                hit -= shldabsb;
        !           110:                if (shldabsb > 0)
        !           111:                        printf(", shields absorb %d%%, effective hit %d\n",
        !           112:                                cas, hit);
        !           113:                else
        !           114:                        printf("\n");
        !           115:                tothit += hit;
        !           116:                if (hit > maxhit)
        !           117:                        maxhit = hit;
        !           118:                Ship.energy -= hit;
        !           119:                /* see if damages occurred */
        !           120:                if (hit >= (15 - Game.skill) * (25 - ranf(12)))
        !           121:                {
        !           122:                        printf("CRITICAL HIT!!!\n");
        !           123:                        /* select a device from probability vector */
        !           124:                        cas = ranf(1000);
        !           125:                        for (l = 0; cas >= 0; l++)
        !           126:                                cas -= Param.damprob[l];
        !           127:                        l -= 1;
        !           128:                        /* compute amount of damage */
        !           129:                        extradm = (hit * Param.damfac[l]) / (75 + ranf(25)) + 0.5;
        !           130:                        /* damage the device */
        !           131:                        damage(l, extradm);
        !           132:                        if (damaged(SHIELD))
        !           133:                        {
        !           134:                                if (Ship.shldup)
        !           135:                                        printf("Sulu: Shields knocked down, captain.\n");
        !           136:                                Ship.shldup = 0;
        !           137:                                Move.shldchg = 0;
        !           138:                        }
        !           139:                }
        !           140:                if (Ship.energy <= 0)
        !           141:                        lose(L_DSTRYD);
        !           142:        }
        !           143: 
        !           144:        /* see what our casualities are like */
        !           145:        if (maxhit >= 200 || tothit >= 500)
        !           146:        {
        !           147:                cas = tothit * 0.015 * franf();
        !           148:                if (cas >= 2)
        !           149:                {
        !           150:                        printf("McCoy: we suffered %d casualties in that attack.\n",
        !           151:                                cas);
        !           152:                        Game.deaths += cas;
        !           153:                        Ship.crew -= cas;
        !           154:                }
        !           155:        }
        !           156: 
        !           157:        /* allow Klingons to move after attacking */
        !           158:        klmove(1);
        !           159: 
        !           160:        return;
        !           161: }

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