return some value from dr_main() (mostly for lint)
[unix-history] / usr / src / games / sail / pl_3.c
CommitLineData
b5f0675e
EW
1/*
2 * Copyright (c) 1983 Regents of the University of California,
3 * All rights reserved. Redistribution permitted subject to
4 * the terms of the Berkeley Software License Agreement.
5 */
6
b1823ffa 7#ifndef lint
b5f0675e 8static char *sccsid = "@(#)pl_3.c 2.4 85/04/23";
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9#endif
10
11#include "player.h"
12
13acceptcombat()
14{
15 int men = 0;
16 int target, temp;
17 int n, r;
18 int index, rakehim, sternrake;
19 int hhits = 0, ghits = 0, rhits = 0, chits = 0;
20 int crew[3];
21 int load;
22 int guns, car, ready, shootat, hit;
23 int roll;
24 struct ship *closest;
25
26 crew[0] = mc->crew1;
27 crew[1] = mc->crew2;
28 crew[2] = mc->crew3;
29 for (n = 0; n < 3; n++) {
30 if (mf->OBP[n].turnsent)
31 men += mf->OBP[n].mensent;
32 }
33 for (n = 0; n < 3; n++) {
34 if (mf->DBP[n].turnsent)
35 men += mf->DBP[n].mensent;
36 }
37 if (men) {
38 crew[0] = men/100 ? 0 : crew[0] != 0;
39 crew[1] = (men%100)/10 ? 0 : crew[1] != 0;
40 crew[2] = men%10 ? 0 : crew[2] != 0;
41 }
42 for (r = 0; r < 2; r++) {
43 if (r) {
44 ready = mf->readyR;
45 load = mf->loadR;
46 guns = mc->gunR;
47 car = mc->carR;
48 } else {
49 ready = mf->readyL;
50 load = mf->loadL;
51 guns = mc->gunL;
52 car = mc->carL;
53 }
54 if (!guns && !car || load == L_EMPTY || (ready & R_LOADED) == 0)
55 goto cant;
56 if (mf->struck || !crew[2])
57 goto cant;
58 closest = closestenemy(ms, (r ? 'r' : 'l'), 1);
59 if (closest == 0)
60 goto cant;
61 if (closest->file->struck)
62 goto cant;
63 target = range(ms, closest);
64 if (target > rangeofshot[load] || !guns && target >= 3)
65 goto cant;
66 Signal("%s (%c%c) within range of %s broadside.",
67 closest, r ? "right" : "left");
68 if (load > L_CHAIN && target < 6) {
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69 switch (sgetch("Aim for hull or rigging? ",
70 (struct ship *)0, 1)) {
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71 case 'r':
72 shootat = RIGGING;
73 break;
74 case 'h':
75 shootat = HULL;
76 break;
77 default:
78 shootat = -1;
79 Signal("'Avast there! Hold your fire.'",
80 (struct ship *)0);
81 }
82 } else {
789d5e82 83 if (sgetch("Fire? ", (struct ship *)0, 1) == 'n') {
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84 shootat = -1;
85 Signal("Belay that! Hold your fire.",
86 (struct ship *)0);
87 } else
88 shootat = RIGGING;
89 }
90 if (shootat == -1)
91 continue;
92 fired = 1;
93 rakehim = gunsbear(ms, closest) && !gunsbear(closest, ms);
94 temp = portside(closest, ms, 1) - closest->file->dir + 1;
95 if (temp < 1)
96 temp += 8;
97 else if (temp > 8)
98 temp -= 8;
99 sternrake = temp > 4 && temp < 6;
100 if (rakehim)
101 if (!sternrake)
102 Signal("Raking the %s!", closest);
103 else
104 Signal("Stern Rake! %s splintering!", closest);
105 index = guns;
106 if (target < 3)
107 index += car;
108 index = (index - 1)/3;
109 index = index > 8 ? 8 : index;
110 if (!rakehim)
111 hit = HDT[index][target-1];
112 else
113 hit = HDTrake[index][target-1];
114 if (rakehim && sternrake)
115 hit++;
116 hit += QUAL[index][mc->qual-1];
117 for (n = 0; n < 3 && mf->captured == 0; n++)
118 if (!crew[n])
119 if (index <= 5)
120 hit--;
121 else
122 hit -= 2;
123 if (ready & R_INITIAL)
124 if (index <= 3)
125 hit++;
126 else
127 hit += 2;
128 if (mf->captured != 0)
129 if (index <= 1)
130 hit--;
131 else
132 hit -= 2;
133 hit += AMMO[index][load - 1];
134 if (((temp = mc->class) >= 5 || temp == 1) && windspeed == 5)
135 hit--;
136 if (windspeed == 6 && temp == 4)
137 hit -= 2;
138 if (windspeed == 6 && temp <= 3)
139 hit--;
140 if (hit >= 0) {
141 roll = die();
142 if (load == L_GRAPE)
143 chits = hit;
144 else {
145 struct Tables *t;
146 if (hit > 10)
147 hit = 10;
148 t = &(shootat == RIGGING ? RigTable : HullTable)
149 [hit][roll-1];
150 chits = t->C;
151 rhits = t->R;
152 hhits = t->H;
153 ghits = t->G;
154 if (closest->file->FS)
155 rhits *= 2;
156 if (load == L_CHAIN) {
157 ghits = 0;
158 hhits = 0;
159 }
160 }
161 table(shootat, load, hit, closest, ms, roll);
162 }
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163 Signal("Damage inflicted on the %s:",
164 (struct ship *)0, closest->shipname);
165 Signal("\t%d HULL, %d GUNS, %d CREW, %d RIGGING",
166 (struct ship *)0, hhits, ghits, chits, rhits);
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167 if (!r) {
168 mf->loadL = L_EMPTY;
169 mf->readyL = R_EMPTY;
170 } else {
171 mf->loadR = L_EMPTY;
172 mf->readyR = R_EMPTY;
173 }
174 continue;
175 cant:
176 Signal("Unable to fire %s broadside",
177 (struct ship *)0, r ? "right" : "left");
178 }
490c485f 179 blockalarm();
fcc6b1db 180 draw_stat();
490c485f 181 unblockalarm();
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182}
183
184grapungrap()
185{
186 register struct ship *sp;
6ca45914 187 register int i;
b1823ffa 188
b1823ffa 189 foreachship(sp) {
6ca45914 190 if (sp == ms || sp->file->dir == 0)
b1823ffa 191 continue;
6ca45914 192 if (range(ms, sp) > 1 && !grappled2(ms, sp))
b1823ffa 193 continue;
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194 switch (sgetch("Attempt to grapple or ungrapple %s (%c%c): ",
195 sp, 1)) {
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196 case 'g':
197 if (die() < 3
198 || ms->nationality == capship(sp)->nationality) {
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199 Write(W_GRAP, ms, 0, sp->file->index, 0, 0, 0);
200 Write(W_GRAP, sp, 0, player, 0, 0, 0);
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201 Signal("Attempt succeeds!", (struct ship *)0);
202 makesignal(ms, "grappled with %s (%c%c)", sp);
203 } else
204 Signal("Attempt fails.", (struct ship *)0);
205 break;
206 case 'u':
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207 for (i = grappled2(ms, sp); --i >= 0;) {
208 if (ms->nationality
209 == capship(sp)->nationality
210 || die() < 3) {
211 cleangrapple(ms, sp, 0);
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212 Signal("Attempt succeeds!",
213 (struct ship *)0);
214 makesignal(ms,
215 "ungrappling with %s (%c%c)",
216 sp);
217 } else
218 Signal("Attempt fails.",
219 (struct ship *)0);
220 }
6ca45914 221 break;
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222 }
223 }
224}
225
226unfoulplayer()
227{
b1823ffa 228 register struct ship *to;
6ca45914 229 register i;
b1823ffa 230
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231 foreachship(to) {
232 if (fouled2(ms, to) == 0)
233 continue;
234 if (sgetch("Attempt to unfoul with the %s (%c%c)? ", to, 1) != 'y')
b1823ffa 235 continue;
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236 for (i = fouled2(ms, to); --i >= 0;) {
237 if (die() <= 2) {
238 cleanfoul(ms, to, 0);
789d5e82 239 Signal("Attempt succeeds!", (struct ship *)0);
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240 makesignal(ms, "Unfouling %s (%c%c)", to);
241 } else
242 Signal("Attempt fails.", (struct ship *)0);
243 }
244 }
245}