Annotation of 43BSD/games/trek/attack.c, revision 1.1.1.1

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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