root/games/trek/attack.c
/*      $OpenBSD: attack.c,v 1.8 2016/01/07 14:37:51 mestre Exp $       */
/*      $NetBSD: attack.c,v 1.3 1995/04/22 10:58:26 cgd Exp $   */

/*
 * Copyright (c) 1980, 1993
 *      The Regents of the University of California.  All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */

#include <math.h>
#include <stdio.h>

#include "trek.h"

/*
**  Klingon Attack Routine
**
**      This routine performs the Klingon attack provided that
**      (1) Something happened this move (i.e., not free), and
**      (2) You are not cloaked.  Note that if you issue the
**      cloak command, you are not considered cloaked until you
**      expend some time.
**
**      Klingons are permitted to move both before and after the
**      attack.  They will tend to move toward you before the
**      attack and away from you after the attack.
**
**      Under certain conditions you can get a critical hit.  This
**      sort of hit damages devices.  The probability that a given
**      device is damaged depends on the device.  Well protected
**      devices (such as the computer, which is in the core of the
**      ship and has considerable redundancy) almost never get
**      damaged, whereas devices which are exposed (such as the
**      warp engines) or which are particularly delicate (such as
**      the transporter) have a much higher probability of being
**      damaged.
**
**      The actual amount of damage (i.e., how long it takes to fix
**      it) depends on the amount of the hit and the "damfac[]"
**      entry for the particular device.
**
**      Casualties can also occur.
*/

/* argument is set if attack while resting */
void
attack(int resting)
{
        int     hit, i, l;
        int     maxhit, tothit, shldabsb;
        double  chgfac, propor, extradm;
        double  dustfac, tothe;
        int     cas;
        int     hitflag;

        if (Move.free)
                return;
        if (Etc.nkling <= 0 || Quad[Ship.quadx][Ship.quady].stars < 0)
                return;
        if (Ship.cloaked && Ship.cloakgood)
                return;
        /* move before attack */
        klmove(0);
        if (Ship.cond == DOCKED)
        {
                if (!resting)
                        printf("Starbase shields protect the %s\n", Ship.shipname);
                return;
        }
        /* setup shield effectiveness */
        chgfac = 1.0;
        if (Move.shldchg)
                chgfac = 0.25 + 0.50 * franf();
        maxhit = tothit = 0;
        hitflag = 0;

        /* let each Klingon do his damndest */
        for (i = 0; i < Etc.nkling; i++)
        {
                /* if he's low on power he won't attack */
                if (Etc.klingon[i].power < 20)
                        continue;
                if (!hitflag)
                {
                        printf("\nStardate %.2f: Klingon attack:\n",
                                Now.date);
                        hitflag++;
                }
                /* complete the hit */
                dustfac = 0.90 + 0.01 * franf();
                tothe = Etc.klingon[i].avgdist;
                hit = Etc.klingon[i].power * pow(dustfac, tothe) * Param.hitfac;
                /* deplete his energy */
                dustfac = Etc.klingon[i].power;
                Etc.klingon[i].power = dustfac * Param.phasfac * (1.0 + (franf() - 0.5) * 0.2);
                /* see how much of hit shields will absorb */
                shldabsb = 0;
                if (Ship.shldup || Move.shldchg)
                {
                        propor = Ship.shield;
                        propor /= Param.shield;
                        shldabsb = propor * chgfac * hit;
                        if (shldabsb > Ship.shield)
                                shldabsb = Ship.shield;
                        Ship.shield -= shldabsb;
                }
                /* actually do the hit */
                printf("\aHIT: %d units", hit);
                if (!damaged(SRSCAN))
                        printf(" from %d,%d", Etc.klingon[i].x, Etc.klingon[i].y);
                cas = (shldabsb * 100) / hit;
                hit -= shldabsb;
                if (shldabsb > 0)
                        printf(", shields absorb %d%%, effective hit %d\n",
                                cas, hit);
                else
                        printf("\n");
                tothit += hit;
                if (hit > maxhit)
                        maxhit = hit;
                Ship.energy -= hit;
                /* see if damages occurred */
                if (hit >= (15 - Game.skill) * (25 - ranf(12)))
                {
                        printf("\aCRITICAL HIT!!!\a\n");
                        /* select a device from probability vector */
                        cas = ranf(1000);
                        for (l = 0; cas >= 0; l++)
                                cas -= Param.damprob[l];
                        l -= 1;
                        /* compute amount of damage */
                        extradm = (hit * Param.damfac[l]) / (75 + ranf(25)) + 0.5;
                        /* damage the device */
                        damage(l, extradm);
                        if (damaged(SHIELD))
                        {
                                if (Ship.shldup)
                                        printf("Sulu: Shields knocked down, captain.\n");
                                Ship.shldup = 0;
                                Move.shldchg = 0;
                        }
                }
                if (Ship.energy <= 0)
                        lose(L_DSTRYD);
        }

        /* see what our casualities are like */
        if (maxhit >= 200 || tothit >= 500)
        {
                cas = tothit * 0.015 * franf();
                if (cas >= 2)
                {
                        printf("McCoy: we suffered %d casualties in that attack.\n",
                                cas);
                        Game.deaths += cas;
                        Ship.crew -= cas;
                }
        }

        /* allow Klingons to move after attacking */
        klmove(1);
}