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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
273 lines
7.1 KiB
C
273 lines
7.1 KiB
C
/*
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* Copyright (c) 1983, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)pl_3.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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#include "player.h"
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acceptcombat()
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{
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int men = 0;
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int target, temp;
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int n, r;
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int index, rakehim, sternrake;
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int hhits = 0, ghits = 0, rhits = 0, chits = 0;
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int crew[3];
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int load;
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int guns, car, ready, shootat, hit;
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int roll;
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struct ship *closest;
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crew[0] = mc->crew1;
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crew[1] = mc->crew2;
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crew[2] = mc->crew3;
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for (n = 0; n < 3; n++) {
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if (mf->OBP[n].turnsent)
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men += mf->OBP[n].mensent;
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}
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for (n = 0; n < 3; n++) {
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if (mf->DBP[n].turnsent)
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men += mf->DBP[n].mensent;
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}
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if (men) {
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crew[0] = men/100 ? 0 : crew[0] != 0;
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crew[1] = (men%100)/10 ? 0 : crew[1] != 0;
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crew[2] = men%10 ? 0 : crew[2] != 0;
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}
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for (r = 0; r < 2; r++) {
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if (r) {
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ready = mf->readyR;
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load = mf->loadR;
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guns = mc->gunR;
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car = mc->carR;
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} else {
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ready = mf->readyL;
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load = mf->loadL;
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guns = mc->gunL;
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car = mc->carL;
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}
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if (!guns && !car || load == L_EMPTY || (ready & R_LOADED) == 0)
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goto cant;
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if (mf->struck || !crew[2])
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goto cant;
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closest = closestenemy(ms, (r ? 'r' : 'l'), 1);
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if (closest == 0)
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goto cant;
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if (closest->file->struck)
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goto cant;
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target = range(ms, closest);
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if (target > rangeofshot[load] || !guns && target >= 3)
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goto cant;
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Signal("%s (%c%c) within range of %s broadside.",
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closest, r ? "right" : "left");
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if (load > L_CHAIN && target < 6) {
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switch (sgetch("Aim for hull or rigging? ",
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(struct ship *)0, 1)) {
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case 'r':
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shootat = RIGGING;
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break;
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case 'h':
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shootat = HULL;
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break;
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default:
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shootat = -1;
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Signal("'Avast there! Hold your fire.'",
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(struct ship *)0);
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}
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} else {
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if (sgetch("Fire? ", (struct ship *)0, 1) == 'n') {
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shootat = -1;
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Signal("Belay that! Hold your fire.",
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(struct ship *)0);
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} else
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shootat = RIGGING;
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}
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if (shootat == -1)
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continue;
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fired = 1;
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rakehim = gunsbear(ms, closest) && !gunsbear(closest, ms);
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temp = portside(closest, ms, 1) - closest->file->dir + 1;
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if (temp < 1)
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temp += 8;
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else if (temp > 8)
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temp -= 8;
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sternrake = temp > 4 && temp < 6;
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if (rakehim)
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if (!sternrake)
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Signal("Raking the %s!", closest);
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else
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Signal("Stern Rake! %s splintering!", closest);
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index = guns;
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if (target < 3)
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index += car;
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index = (index - 1)/3;
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index = index > 8 ? 8 : index;
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if (!rakehim)
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hit = HDT[index][target-1];
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else
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hit = HDTrake[index][target-1];
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if (rakehim && sternrake)
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hit++;
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hit += QUAL[index][mc->qual-1];
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for (n = 0; n < 3 && mf->captured == 0; n++)
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if (!crew[n])
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if (index <= 5)
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hit--;
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else
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hit -= 2;
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if (ready & R_INITIAL)
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if (index <= 3)
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hit++;
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else
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hit += 2;
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if (mf->captured != 0)
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if (index <= 1)
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hit--;
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else
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hit -= 2;
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hit += AMMO[index][load - 1];
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if (((temp = mc->class) >= 5 || temp == 1) && windspeed == 5)
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hit--;
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if (windspeed == 6 && temp == 4)
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hit -= 2;
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if (windspeed == 6 && temp <= 3)
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hit--;
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if (hit >= 0) {
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roll = die();
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if (load == L_GRAPE)
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chits = hit;
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else {
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struct Tables *t;
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if (hit > 10)
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hit = 10;
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t = &(shootat == RIGGING ? RigTable : HullTable)
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[hit][roll-1];
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chits = t->C;
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rhits = t->R;
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hhits = t->H;
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ghits = t->G;
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if (closest->file->FS)
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rhits *= 2;
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if (load == L_CHAIN) {
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ghits = 0;
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hhits = 0;
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}
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}
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table(shootat, load, hit, closest, ms, roll);
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}
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Signal("Damage inflicted on the %s:",
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(struct ship *)0, closest->shipname);
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Signal("\t%d HULL, %d GUNS, %d CREW, %d RIGGING",
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(struct ship *)0, hhits, ghits, chits, rhits);
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if (!r) {
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mf->loadL = L_EMPTY;
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mf->readyL = R_EMPTY;
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} else {
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mf->loadR = L_EMPTY;
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mf->readyR = R_EMPTY;
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}
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continue;
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cant:
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Signal("Unable to fire %s broadside",
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(struct ship *)0, r ? "right" : "left");
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}
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blockalarm();
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draw_stat();
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unblockalarm();
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}
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grapungrap()
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{
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register struct ship *sp;
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register int i;
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foreachship(sp) {
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if (sp == ms || sp->file->dir == 0)
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continue;
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if (range(ms, sp) > 1 && !grappled2(ms, sp))
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continue;
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switch (sgetch("Attempt to grapple or ungrapple %s (%c%c): ",
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sp, 1)) {
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case 'g':
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if (die() < 3
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|| ms->nationality == capship(sp)->nationality) {
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Write(W_GRAP, ms, 0, sp->file->index, 0, 0, 0);
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Write(W_GRAP, sp, 0, player, 0, 0, 0);
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Signal("Attempt succeeds!", (struct ship *)0);
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makesignal(ms, "grappled with %s (%c%c)", sp);
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} else
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Signal("Attempt fails.", (struct ship *)0);
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break;
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case 'u':
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for (i = grappled2(ms, sp); --i >= 0;) {
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if (ms->nationality
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== capship(sp)->nationality
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|| die() < 3) {
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cleangrapple(ms, sp, 0);
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Signal("Attempt succeeds!",
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(struct ship *)0);
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makesignal(ms,
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"ungrappling with %s (%c%c)",
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sp);
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} else
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Signal("Attempt fails.",
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(struct ship *)0);
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}
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break;
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}
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}
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}
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unfoulplayer()
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{
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register struct ship *to;
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register i;
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foreachship(to) {
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if (fouled2(ms, to) == 0)
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continue;
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if (sgetch("Attempt to unfoul with the %s (%c%c)? ", to, 1) != 'y')
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continue;
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for (i = fouled2(ms, to); --i >= 0;) {
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if (die() <= 2) {
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cleanfoul(ms, to, 0);
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Signal("Attempt succeeds!", (struct ship *)0);
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makesignal(ms, "Unfouling %s (%c%c)", to);
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} else
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Signal("Attempt fails.", (struct ship *)0);
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}
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}
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}
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