HardenedBSD/games/sail/pl_3.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
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
1994-09-04 04:03:31 +00:00

273 lines
7.1 KiB
C

/*
* Copyright (c) 1983, 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. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. 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.
*/
#ifndef lint
static char sccsid[] = "@(#)pl_3.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
#include "player.h"
acceptcombat()
{
int men = 0;
int target, temp;
int n, r;
int index, rakehim, sternrake;
int hhits = 0, ghits = 0, rhits = 0, chits = 0;
int crew[3];
int load;
int guns, car, ready, shootat, hit;
int roll;
struct ship *closest;
crew[0] = mc->crew1;
crew[1] = mc->crew2;
crew[2] = mc->crew3;
for (n = 0; n < 3; n++) {
if (mf->OBP[n].turnsent)
men += mf->OBP[n].mensent;
}
for (n = 0; n < 3; n++) {
if (mf->DBP[n].turnsent)
men += mf->DBP[n].mensent;
}
if (men) {
crew[0] = men/100 ? 0 : crew[0] != 0;
crew[1] = (men%100)/10 ? 0 : crew[1] != 0;
crew[2] = men%10 ? 0 : crew[2] != 0;
}
for (r = 0; r < 2; r++) {
if (r) {
ready = mf->readyR;
load = mf->loadR;
guns = mc->gunR;
car = mc->carR;
} else {
ready = mf->readyL;
load = mf->loadL;
guns = mc->gunL;
car = mc->carL;
}
if (!guns && !car || load == L_EMPTY || (ready & R_LOADED) == 0)
goto cant;
if (mf->struck || !crew[2])
goto cant;
closest = closestenemy(ms, (r ? 'r' : 'l'), 1);
if (closest == 0)
goto cant;
if (closest->file->struck)
goto cant;
target = range(ms, closest);
if (target > rangeofshot[load] || !guns && target >= 3)
goto cant;
Signal("%s (%c%c) within range of %s broadside.",
closest, r ? "right" : "left");
if (load > L_CHAIN && target < 6) {
switch (sgetch("Aim for hull or rigging? ",
(struct ship *)0, 1)) {
case 'r':
shootat = RIGGING;
break;
case 'h':
shootat = HULL;
break;
default:
shootat = -1;
Signal("'Avast there! Hold your fire.'",
(struct ship *)0);
}
} else {
if (sgetch("Fire? ", (struct ship *)0, 1) == 'n') {
shootat = -1;
Signal("Belay that! Hold your fire.",
(struct ship *)0);
} else
shootat = RIGGING;
}
if (shootat == -1)
continue;
fired = 1;
rakehim = gunsbear(ms, closest) && !gunsbear(closest, ms);
temp = portside(closest, ms, 1) - closest->file->dir + 1;
if (temp < 1)
temp += 8;
else if (temp > 8)
temp -= 8;
sternrake = temp > 4 && temp < 6;
if (rakehim)
if (!sternrake)
Signal("Raking the %s!", closest);
else
Signal("Stern Rake! %s splintering!", closest);
index = guns;
if (target < 3)
index += car;
index = (index - 1)/3;
index = index > 8 ? 8 : index;
if (!rakehim)
hit = HDT[index][target-1];
else
hit = HDTrake[index][target-1];
if (rakehim && sternrake)
hit++;
hit += QUAL[index][mc->qual-1];
for (n = 0; n < 3 && mf->captured == 0; n++)
if (!crew[n])
if (index <= 5)
hit--;
else
hit -= 2;
if (ready & R_INITIAL)
if (index <= 3)
hit++;
else
hit += 2;
if (mf->captured != 0)
if (index <= 1)
hit--;
else
hit -= 2;
hit += AMMO[index][load - 1];
if (((temp = mc->class) >= 5 || temp == 1) && windspeed == 5)
hit--;
if (windspeed == 6 && temp == 4)
hit -= 2;
if (windspeed == 6 && temp <= 3)
hit--;
if (hit >= 0) {
roll = die();
if (load == L_GRAPE)
chits = hit;
else {
struct Tables *t;
if (hit > 10)
hit = 10;
t = &(shootat == RIGGING ? RigTable : HullTable)
[hit][roll-1];
chits = t->C;
rhits = t->R;
hhits = t->H;
ghits = t->G;
if (closest->file->FS)
rhits *= 2;
if (load == L_CHAIN) {
ghits = 0;
hhits = 0;
}
}
table(shootat, load, hit, closest, ms, roll);
}
Signal("Damage inflicted on the %s:",
(struct ship *)0, closest->shipname);
Signal("\t%d HULL, %d GUNS, %d CREW, %d RIGGING",
(struct ship *)0, hhits, ghits, chits, rhits);
if (!r) {
mf->loadL = L_EMPTY;
mf->readyL = R_EMPTY;
} else {
mf->loadR = L_EMPTY;
mf->readyR = R_EMPTY;
}
continue;
cant:
Signal("Unable to fire %s broadside",
(struct ship *)0, r ? "right" : "left");
}
blockalarm();
draw_stat();
unblockalarm();
}
grapungrap()
{
register struct ship *sp;
register int i;
foreachship(sp) {
if (sp == ms || sp->file->dir == 0)
continue;
if (range(ms, sp) > 1 && !grappled2(ms, sp))
continue;
switch (sgetch("Attempt to grapple or ungrapple %s (%c%c): ",
sp, 1)) {
case 'g':
if (die() < 3
|| ms->nationality == capship(sp)->nationality) {
Write(W_GRAP, ms, 0, sp->file->index, 0, 0, 0);
Write(W_GRAP, sp, 0, player, 0, 0, 0);
Signal("Attempt succeeds!", (struct ship *)0);
makesignal(ms, "grappled with %s (%c%c)", sp);
} else
Signal("Attempt fails.", (struct ship *)0);
break;
case 'u':
for (i = grappled2(ms, sp); --i >= 0;) {
if (ms->nationality
== capship(sp)->nationality
|| die() < 3) {
cleangrapple(ms, sp, 0);
Signal("Attempt succeeds!",
(struct ship *)0);
makesignal(ms,
"ungrappling with %s (%c%c)",
sp);
} else
Signal("Attempt fails.",
(struct ship *)0);
}
break;
}
}
}
unfoulplayer()
{
register struct ship *to;
register i;
foreachship(to) {
if (fouled2(ms, to) == 0)
continue;
if (sgetch("Attempt to unfoul with the %s (%c%c)? ", to, 1) != 'y')
continue;
for (i = fouled2(ms, to); --i >= 0;) {
if (die() <= 2) {
cleanfoul(ms, to, 0);
Signal("Attempt succeeds!", (struct ship *)0);
makesignal(ms, "Unfouling %s (%c%c)", to);
} else
Signal("Attempt fails.", (struct ship *)0);
}
}
}