Annotation of 43BSDTahoe/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.
                      4:  *
                      5:  * Redistribution and use in source and binary forms are permitted
                      6:  * provided that the above copyright notice and this paragraph are
                      7:  * duplicated in all such forms and that any documentation,
                      8:  * advertising materials, and other materials related to such
                      9:  * distribution and use acknowledge that the software was developed
                     10:  * by the University of California, Berkeley.  The name of the
                     11:  * University may not be used to endorse or promote products derived
                     12:  * from this software without specific prior written permission.
                     13:  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
                     14:  * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
                     15:  * WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
                     16:  */
                     17: 
                     18: #ifndef lint
                     19: static char sccsid[] = "@(#)attack.c   5.3 (Berkeley) 6/18/88";
                     20: #endif /* not lint */
                     21: 
                     22: # include      "trek.h"
                     23: 
                     24: /*
                     25: **  Klingon Attack Routine
                     26: **
                     27: **     This routine performs the Klingon attack provided that
                     28: **     (1) Something happened this move (i.e., not free), and
                     29: **     (2) You are not cloaked.  Note that if you issue the
                     30: **     cloak command, you are not considered cloaked until you
                     31: **     expend some time.
                     32: **
                     33: **     Klingons are permitted to move both before and after the
                     34: **     attack.  They will tend to move toward you before the
                     35: **     attack and away from you after the attack.
                     36: **
                     37: **     Under certain conditions you can get a critical hit.  This
                     38: **     sort of hit damages devices.  The probability that a given
                     39: **     device is damaged depends on the device.  Well protected
                     40: **     devices (such as the computer, which is in the core of the
                     41: **     ship and has considerable redundancy) almost never get
                     42: **     damaged, whereas devices which are exposed (such as the
                     43: **     warp engines) or which are particularly delicate (such as
                     44: **     the transporter) have a much higher probability of being
                     45: **     damaged.
                     46: **
                     47: **     The actual amount of damage (i.e., how long it takes to fix
                     48: **     it) depends on the amount of the hit and the "damfac[]"
                     49: **     entry for the particular device.
                     50: **
                     51: **     Casualties can also occur.
                     52: */
                     53: 
                     54: attack(resting)
                     55: int    resting;        /* set if attack while resting */
                     56: {
                     57:        register int            hit, i, l;
                     58:        int                     maxhit, tothit, shldabsb;
                     59:        double                  chgfac, propor, extradm;
                     60:        double                  dustfac, tothe;
                     61:        int                     cas;
                     62:        int                     hitflag;
                     63: 
                     64:        if (Move.free)
                     65:                return;
                     66:        if (Etc.nkling <= 0 || Quad[Ship.quadx][Ship.quady].stars < 0)
                     67:                return;
                     68:        if (Ship.cloaked && Ship.cloakgood)
                     69:                return;
                     70:        /* move before attack */
                     71:        klmove(0);
                     72:        if (Ship.cond == DOCKED)
                     73:        {
                     74:                if (!resting)
                     75:                        printf("Starbase shields protect the %s\n", Ship.shipname);
                     76:                return;
                     77:        }
                     78:        /* setup shield effectiveness */
                     79:        chgfac = 1.0;
                     80:        if (Move.shldchg)
                     81:                chgfac = 0.25 + 0.50 * franf();
                     82:        maxhit = tothit = 0;
                     83:        hitflag = 0;
                     84: 
                     85:        /* let each Klingon do his damndest */
                     86:        for (i = 0; i < Etc.nkling; i++)
                     87:        {
                     88:                /* if he's low on power he won't attack */
                     89:                if (Etc.klingon[i].power < 20)
                     90:                        continue;
                     91:                if (!hitflag)
                     92:                {
                     93:                        printf("\nStardate %.2f: Klingon attack:\n",
                     94:                                Now.date);
                     95:                        hitflag++;
                     96:                }
                     97:                /* complete the hit */
                     98:                dustfac = 0.90 + 0.01 * franf();
                     99:                tothe = Etc.klingon[i].avgdist;
                    100:                hit = Etc.klingon[i].power * pow(dustfac, tothe) * Param.hitfac;
                    101:                /* deplete his energy */
                    102:                dustfac = Etc.klingon[i].power;
                    103:                Etc.klingon[i].power = dustfac * Param.phasfac * (1.0 + (franf() - 0.5) * 0.2);
                    104:                /* see how much of hit shields will absorb */
                    105:                shldabsb = 0;
                    106:                if (Ship.shldup || Move.shldchg)
                    107:                {
                    108:                        propor = Ship.shield;
                    109:                        propor /= Param.shield;
                    110:                        shldabsb = propor * chgfac * hit;
                    111:                        if (shldabsb > Ship.shield)
                    112:                                shldabsb = Ship.shield;
                    113:                        Ship.shield -= shldabsb;
                    114:                }
                    115:                /* actually do the hit */
                    116:                printf("HIT: %d units", hit);
                    117:                if (!damaged(SRSCAN))
                    118:                        printf(" from %d,%d", Etc.klingon[i].x, Etc.klingon[i].y);
                    119:                cas = (shldabsb * 100) / hit;
                    120:                hit -= shldabsb;
                    121:                if (shldabsb > 0)
                    122:                        printf(", shields absorb %d%%, effective hit %d\n",
                    123:                                cas, hit);
                    124:                else
                    125:                        printf("\n");
                    126:                tothit += hit;
                    127:                if (hit > maxhit)
                    128:                        maxhit = hit;
                    129:                Ship.energy -= hit;
                    130:                /* see if damages occurred */
                    131:                if (hit >= (15 - Game.skill) * (25 - ranf(12)))
                    132:                {
                    133:                        printf("CRITICAL HIT!!!\n");
                    134:                        /* select a device from probability vector */
                    135:                        cas = ranf(1000);
                    136:                        for (l = 0; cas >= 0; l++)
                    137:                                cas -= Param.damprob[l];
                    138:                        l -= 1;
                    139:                        /* compute amount of damage */
                    140:                        extradm = (hit * Param.damfac[l]) / (75 + ranf(25)) + 0.5;
                    141:                        /* damage the device */
                    142:                        damage(l, extradm);
                    143:                        if (damaged(SHIELD))
                    144:                        {
                    145:                                if (Ship.shldup)
                    146:                                        printf("Sulu: Shields knocked down, captain.\n");
                    147:                                Ship.shldup = 0;
                    148:                                Move.shldchg = 0;
                    149:                        }
                    150:                }
                    151:                if (Ship.energy <= 0)
                    152:                        lose(L_DSTRYD);
                    153:        }
                    154: 
                    155:        /* see what our casualities are like */
                    156:        if (maxhit >= 200 || tothit >= 500)
                    157:        {
                    158:                cas = tothit * 0.015 * franf();
                    159:                if (cas >= 2)
                    160:                {
                    161:                        printf("McCoy: we suffered %d casualties in that attack.\n",
                    162:                                cas);
                    163:                        Game.deaths += cas;
                    164:                        Ship.crew -= cas;
                    165:                }
                    166:        }
                    167: 
                    168:        /* allow Klingons to move after attacking */
                    169:        klmove(1);
                    170: 
                    171:        return;
                    172: }

unix.superglobalmegacorp.com

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