Fixed boarding bug.
[unix-history] / usr / src / games / sail / dr_1.c
#ifndef lint
static char *sccsid = "@(#)dr_1.c 1.9 83/10/31";
#endif
#include "driver.h"
main(argc, argv)
int argc;
char **argv;
{
register int n;
register struct ship *sp;
int nat[NNATION];
if (argc != 2)
exit(1);
(void) signal(SIGINT, SIG_IGN);
(void) signal(SIGQUIT, SIG_IGN);
(void) srand(getpid());
/* ;;; add code here to check the game number. */
game = atoi(argv[1]);
cc = &scene[game];
ls = &cc->ship[cc->vessels];
if (sync_open() < 0) {
perror("driver: syncfile");
exit(1);
}
for (n = 0; n < NNATION; n++)
nat[n] = 0;
foreachship(sp) {
sp->file = (struct File *) calloc(1, sizeof (struct File));
if (sp == NULL) {
(void) printf("driver: OUT OF MEMORY\n");
exit(0);
}
sp->file->loadL = L_ROUND;
sp->file->loadR = L_ROUND;
sp->file->readyR = R_LOADED|R_INITIAL;
sp->file->readyL = R_LOADED|R_INITIAL;
sp->file->stern = nat[sp->nationality]++;
sp->file->dir = sp->shipdir;
sp->file->row = sp->shiprow;
sp->file->col = sp->shipcol;
}
windspeed = cc->windspeed;
winddir = cc->winddir;
for (;;) {
Sync();
next();
unfoul();
checkup();
prizecheck();
moveall();
/*
readpos();
*/
thinkofgrapples();
boardcomp();
compcombat();
/*
readpos();
*/
resolve();
reload();
checksails();
Sync();
sleep(7);
}
}
unfoul()
{
register int k;
register struct ship *sp;
struct ship *to;
register int nat;
foreachship(sp) {
if (sp->file->captain[0])
continue;
nat = capship(sp)->nationality;
for (k = 0; k < NSHIP; k++) {
if (sp->file->fouls[k].turnfoul == 0)
continue;
to = sp->file->fouls[k].toship;
if (nat != capship(to)->nationality)
continue;
if (!toughmelee(sp, to, 0, 0))
continue;
if (die() <= 2)
cleanfoul(sp, to, k);
}
}
}
boardcomp()
{
int crew[3];
register struct ship *sp, *sq;
foreachship(sp) {
if (*sp->file->captain)
continue;
if (!fouled(sp) && !grappled(sp))
continue;
if (sp->file->dir == 0)
continue;
if (sp->file->struck || sp->file->captured != 0)
continue;
crew[0] = sp->specs->crew1 != 0;
crew[1] = sp->specs->crew2 != 0;
crew[2] = sp->specs->crew3 != 0;
foreachship(sq) {
if (!Xsnagged2(sp, sq))
continue;
if (meleeing(sp, sq))
continue;
if (!sq->file->dir
|| sp->nationality == capship(sq)->nationality)
continue;
switch (sp->specs->class - sq->specs->class) {
case -3: case -4: case -5:
if (crew[0]) {
/* OBP */
sendbp(sp, sq, crew[0]*100, 0);
crew[0] = 0;
} else if (crew[1]){
/* OBP */
sendbp(sp, sq, crew[1]*10, 0);
crew[1] = 0;
}
break;
case -2:
if (crew[0] || crew[1]) {
/* OBP */
sendbp(sp, sq, crew[0]*100+crew[1]*10,
0);
crew[0] = crew[1] = 0;
}
break;
case -1: case 0: case 1:
if (crew[0]) {
/* OBP */
sendbp(sp, sq, crew[0]*100+crew[1]*10,
0);
crew[0] = crew[1] = 0;
}
break;
case 2: case 3: case 4: case 5:
/* OBP */
sendbp(sp, sq, crew[0]*100+crew[1]*10+crew[2],
0);
crew[0] = crew[1] = crew[2] = 0;
break;
}
}
}
}
fightitout(from, to, key)
struct ship *from, *to;
int key;
{
struct ship *fromcap, *tocap;
int crewfrom[3], crewto[3], menfrom, mento;
int pcto, pcfrom, fromstrength, strengthto, frominjured, toinjured;
int topoints;
int index, totalfrom = 0, totalto = 0;
int count;
char message[60];
menfrom = mensent(from, to, crewfrom, &fromcap, &pcfrom, key);
mento = mensent(to, from, crewto, &tocap, &pcto, 0);
if (fromcap == 0)
fromcap = from;
if (tocap == 0)
tocap = to;
if (key) {
if (!menfrom) { /* if crew surprised */
if (fromcap == from)
menfrom = from->specs->crew1
+ from->specs->crew2
+ from->specs->crew3;
else
menfrom = from->file->pcrew;
} else {
menfrom *= 2; /* DBP's fight at an advantage */
}
}
fromstrength = menfrom * fromcap->specs->qual;
strengthto = mento * tocap->specs->qual;
for (count = 0;
(fromstrength < strengthto * 3 && strengthto < fromstrength * 3
|| fromstrength == -1) && count < 4;
count++) {
index = fromstrength/10;
if (index > 8)
index = 8;
toinjured = MT[index][2 - die() / 3];
totalto += toinjured;
index = strengthto/10;
if (index > 8)
index = 8;
frominjured = MT[index][2 - die() / 3];
totalfrom += frominjured;
menfrom -= frominjured;
mento -= toinjured;
fromstrength = menfrom * fromcap->specs->qual;
strengthto = mento * tocap->specs->qual;
}
if (fromstrength >= strengthto * 3 || count == 4) {
unboard(to, from, 0);
subtract(from, totalfrom, crewfrom, fromcap, pcfrom);
subtract(to, totalto, crewto, tocap, pcto);
makesignal(from, "boarders from %s repelled", to);
(void) sprintf(message, "killed in melee: %d. %s: %d",
totalto, from->shipname, totalfrom);
Write(W_SIGNAL, to, 1, (int) message, 0, 0, 0);
if (key)
return 1;
} else if (strengthto >= fromstrength * 3) {
unboard(from, to, 0);
subtract(from, totalfrom, crewfrom, fromcap, pcfrom);
subtract(to, totalto, crewto, tocap, pcto);
if (key) {
if (fromcap != from)
Write(W_POINTS, fromcap, 0,
fromcap->file->points -
from->file->struck
? from->specs->pts
: 2 * from->specs->pts,
0, 0, 0);
/* ptr1 points to the shipspec for the ship that was just unboarded.
I guess that what is going on here is that the pointer is multiplied
or something. */
Write(W_CAPTURED, from, 0, to-SHIP(0), 0, 0, 0);
topoints = 2 * from->specs->pts + to->file->points;
if (from->file->struck)
topoints -= from->specs->pts;
Write(W_POINTS, to, 0, topoints, 0, 0, 0);
mento = crewto[0] ? crewto[0] : crewto[1];
if (mento) {
subtract(to, mento, crewto, tocap, pcto);
subtract(from, - mento, crewfrom, to, 0);
}
(void) sprintf(message, "captured by the %s!",
to->shipname);
Write(W_SIGNAL, from, 1, (int) message, 0, 0, 0);
(void) sprintf(message, "killed in melee: %d. %s: %d",
totalto, from->shipname, totalfrom);
Write(W_SIGNAL, to, 1, (int) message, 0, 0, 0);
mento = 0;
return 0;
}
}
return 0;
}
resolve()
{
int thwart;
register struct ship *sp, *sq;
foreachship(sp) {
if (sp->file->dir == 0)
continue;
thwart = 2;
for (sq = sp + 1; sq < ls; sq++)
if (sq->file->dir && meleeing(sp, sq) && meleeing(sq, sp))
(void) fightitout(sp, sq, 0);
foreachship(sq) {
if (sq->file->dir && meleeing(sq, sp))
thwart = fightitout(sp, sq, 1);
if (!thwart)
break;
}
foreachship(sq) {
if (sq->file->dir && meleeing(sq, sp))
unboard(sq, sp, 0);
unboard(sp, sq, 0);
}
unboard(sp, sp, 1);
if (thwart == 2)
unboard(sp, sp, 1);
}
}
compcombat()
{
register n;
register struct ship *sp;
struct ship *closest;
int crew[3], men = 0, target, temp;
int r, guns, ready, load, car;
int index, rakehim, sternrake;
int shootat, hit;
foreachship(sp) {
if (sp->file->captain[0] || sp->file->dir == 0)
continue;
crew[0] = sp->specs->crew1;
crew[1] = sp->specs->crew2;
crew[2] = sp->specs->crew3;
for (n = 0; n < 3; n++) {
if (sp->file->OBP[n].turnsent)
men += sp->file->OBP[n].mensent;
}
for (n = 0; n < 3; n++) {
if (sp->file->DBP[n].turnsent)
men += sp->file->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 (!crew[2])
continue;
if (sp->file->struck)
continue;
if (r) {
ready = sp->file->readyR;
guns = sp->specs->gunR;
car = sp->specs->carR;
} else {
ready = sp->file->readyL;
guns = sp->specs->gunL;
car = sp->specs->carL;
}
if (!guns && !car)
continue;
if ((ready & R_LOADED) == 0)
continue;
closest = closestenemy(sp, r ? 'r' : 'l', 0);
if (closest == 0)
continue;
if (range(closest, sp) > range(sp, closestenemy(sp, r ? 'r' : 'l', 1)))
continue;
if (closest->file->struck)
continue;
target = range(sp, closest);
if (target > 10)
continue;
if (!guns && target >= 3)
continue;
load = L_ROUND;
if (target == 1 && sp->file->loadwith == L_GRAPE)
load = L_GRAPE;
if (target <= 3 && closest->file->FS)
load = L_CHAIN;
if (target == 1 && load != L_GRAPE)
load = L_DOUBLE;
if (load > L_CHAIN && target < 6)
shootat = HULL;
else
shootat = RIGGING;
rakehim = gunsbear(sp, closest)
&& !gunsbear(closest, sp);
temp = portside(closest, sp, 1)
- closest->file->dir + 1;
if (temp < 1)
temp += 8;
if (temp > 8)
temp -= 8;
sternrake = temp > 4 && temp < 6;
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][capship(sp)->specs->qual - 1];
for (n = 0; n < 3 && sp->file->captured == 0; n++)
if (!crew[n])
if (index <= 5)
hit--;
else
hit -= 2;
if (ready & R_INITIAL) {
if (!r)
sp->file->readyL &= ~R_INITIAL;
else
sp->file->readyR &= ~R_INITIAL;
if (index <= 3)
hit++;
else
hit += 2;
}
if (sp->file->captured != 0)
if (index <= 1)
hit--;
else
hit -= 2;
hit += AMMO[index][load - 1];
temp = sp->specs->class;
if ((temp >= 5 || temp == 1) && windspeed == 5)
hit--;
if (windspeed == 6 && temp == 4)
hit -= 2;
if (windspeed == 6 && temp <= 3)
hit--;
if (hit >= 0) {
if (load != L_GRAPE)
hit = hit > 10 ? 10 : hit;
table(shootat, load, hit, closest, sp, die());
}
}
}
}
next()
{
if (++turn % 55 == 0)
if (alive)
alive = 0;
else
people = 0;
if (people <= 0 || windspeed == 7) {
sync_close(1);
exit(0);
}
Write(W_TURN, SHIP(0), 0, turn, 0, 0, 0);
if (turn % 7 == 0) {
if (die() >= cc->windchange || !windspeed) {
switch (die()) {
case 1:
winddir = 1;
break;
case 2:
break;
case 3:
winddir++;
break;
case 4:
winddir--;
break;
case 5:
winddir += 2;
break;
case 6:
winddir -= 2;
break;
}
if (winddir > 8)
winddir -= 8;
if (winddir < 1)
winddir += 8;
if (windspeed)
switch (die()) {
case 1:
case 2:
windspeed--;
break;
case 5:
case 6:
windspeed++;
break;
}
else
windspeed++;
Write(W_WIND, SHIP(0), 0, winddir, windspeed, 0, 0);
}
}
}
/*VARARGS2*/
Signal(fmt, ship, a, b, c)
char *fmt;
struct ship *ship;
{
}