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1 /* $NetBSD: attack.c,v 1.3 1995/04/22 10:58:26 cgd Exp $ */
4 * Copyright (c) 1980, 1993
5 * The Regents of the University of California. All rights reserved.
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11 * notice, this list of conditions and the following disclaimer.
12 * 2. Redistributions in binary form must reproduce the above copyright
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14 * documentation and/or other materials provided with the distribution.
15 * 3. All advertising materials mentioning features or use of this software
16 * must display the following acknowledgement:
17 * This product includes software developed by the University of
18 * California, Berkeley and its contributors.
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20 * may be used to endorse or promote products derived from this software
21 * without specific prior written permission.
23 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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38 static char sccsid
[] = "@(#)attack.c 8.1 (Berkeley) 5/31/93";
40 static char rcsid
[] = "$NetBSD: attack.c,v 1.3 1995/04/22 10:58:26 cgd Exp $";
47 ** Klingon Attack Routine
49 ** This routine performs the Klingon attack provided that
50 ** (1) Something happened this move (i.e., not free), and
51 ** (2) You are not cloaked. Note that if you issue the
52 ** cloak command, you are not considered cloaked until you
55 ** Klingons are permitted to move both before and after the
56 ** attack. They will tend to move toward you before the
57 ** attack and away from you after the attack.
59 ** Under certain conditions you can get a critical hit. This
60 ** sort of hit damages devices. The probability that a given
61 ** device is damaged depends on the device. Well protected
62 ** devices (such as the computer, which is in the core of the
63 ** ship and has considerable redundancy) almost never get
64 ** damaged, whereas devices which are exposed (such as the
65 ** warp engines) or which are particularly delicate (such as
66 ** the transporter) have a much higher probability of being
69 ** The actual amount of damage (i.e., how long it takes to fix
70 ** it) depends on the amount of the hit and the "damfac[]"
71 ** entry for the particular device.
73 ** Casualties can also occur.
77 int resting
; /* set if attack while resting */
79 register int hit
, i
, l
;
80 int maxhit
, tothit
, shldabsb
;
81 double chgfac
, propor
, extradm
;
82 double dustfac
, tothe
;
88 if (Etc
.nkling
<= 0 || Quad
[Ship
.quadx
][Ship
.quady
].stars
< 0)
90 if (Ship
.cloaked
&& Ship
.cloakgood
)
92 /* move before attack */
94 if (Ship
.cond
== DOCKED
)
97 printf("Starbase shields protect the %s\n", Ship
.shipname
);
100 /* setup shield effectiveness */
103 chgfac
= 0.25 + 0.50 * franf();
107 /* let each Klingon do his damndest */
108 for (i
= 0; i
< Etc
.nkling
; i
++)
110 /* if he's low on power he won't attack */
111 if (Etc
.klingon
[i
].power
< 20)
115 printf("\nStardate %.2f: Klingon attack:\n",
119 /* complete the hit */
120 dustfac
= 0.90 + 0.01 * franf();
121 tothe
= Etc
.klingon
[i
].avgdist
;
122 hit
= Etc
.klingon
[i
].power
* pow(dustfac
, tothe
) * Param
.hitfac
;
123 /* deplete his energy */
124 dustfac
= Etc
.klingon
[i
].power
;
125 Etc
.klingon
[i
].power
= dustfac
* Param
.phasfac
* (1.0 + (franf() - 0.5) * 0.2);
126 /* see how much of hit shields will absorb */
128 if (Ship
.shldup
|| Move
.shldchg
)
130 propor
= Ship
.shield
;
131 propor
/= Param
.shield
;
132 shldabsb
= propor
* chgfac
* hit
;
133 if (shldabsb
> Ship
.shield
)
134 shldabsb
= Ship
.shield
;
135 Ship
.shield
-= shldabsb
;
137 /* actually do the hit */
138 printf("\aHIT: %d units", hit
);
139 if (!damaged(SRSCAN
))
140 printf(" from %d,%d", Etc
.klingon
[i
].x
, Etc
.klingon
[i
].y
);
141 cas
= (shldabsb
* 100) / hit
;
144 printf(", shields absorb %d%%, effective hit %d\n",
152 /* see if damages occurred */
153 if (hit
>= (15 - Game
.skill
) * (25 - ranf(12)))
155 printf("\aCRITICAL HIT!!!\a\n");
156 /* select a device from probability vector */
158 for (l
= 0; cas
>= 0; l
++)
159 cas
-= Param
.damprob
[l
];
161 /* compute amount of damage */
162 extradm
= (hit
* Param
.damfac
[l
]) / (75 + ranf(25)) + 0.5;
163 /* damage the device */
168 printf("Sulu: Shields knocked down, captain.\n");
173 if (Ship
.energy
<= 0)
177 /* see what our casualities are like */
178 if (maxhit
>= 200 || tothit
>= 500)
180 cas
= tothit
* 0.015 * franf();
183 printf("McCoy: we suffered %d casualties in that attack.\n",
190 /* allow Klingons to move after attacking */