4.4BSD snapshot (revision 8.1); add 1993 to copyright
[unix-history] / usr / src / games / trek / torped.c
/*
* Copyright (c) 1980, 1993
* The Regents of the University of California. All rights reserved.
*
* %sccs.include.redist.c%
*/
#ifndef lint
static char sccsid[] = "@(#)torped.c 8.1 (Berkeley) %G%";
#endif /* not lint */
# include <stdio.h>
# include "trek.h"
/*
** PHOTON TORPEDO CONTROL
**
** Either one or three photon torpedoes are fired. If three
** are fired, it is called a "burst" and you also specify
** a spread angle.
**
** Torpedoes are never 100% accurate. There is always a random
** cludge factor in their course which is increased if you have
** your shields up. Hence, you will find that they are more
** accurate at close range. However, they have the advantage that
** at long range they don't lose any of their power as phasers
** do, i.e., a hit is a hit is a hit, by any other name.
**
** When the course spreads too much, you get a misfire, and the
** course is randomized even more. You also have the chance that
** the misfire damages your torpedo tubes.
*/
torped()
{
register int ix, iy;
double x, y, dx, dy;
double angle;
int course, course2;
register int k;
double bigger;
double sectsize;
int burst;
int n;
if (Ship.cloaked)
{
return (printf("Federation regulations do not permit attack while cloaked.\n"));
}
if (check_out(TORPED))
return;
if (Ship.torped <= 0)
{
return (printf("All photon torpedos expended\n"));
}
/* get the course */
course = getintpar("Torpedo course");
if (course < 0 || course > 360)
return;
burst = -1;
/* need at least three torpedoes for a burst */
if (Ship.torped < 3)
{
printf("No-burst mode selected\n");
burst = 0;
}
else
{
/* see if the user wants one */
if (!testnl())
{
k = ungetc(cgetc(0), stdin);
if (k >= '0' && k <= '9')
burst = 1;
}
}
if (burst < 0)
{
burst = getynpar("Do you want a burst");
}
if (burst)
{
burst = getintpar("burst angle");
if (burst <= 0)
return;
if (burst > 15)
return (printf("Maximum burst angle is 15 degrees\n"));
}
sectsize = NSECTS;
n = -1;
if (burst)
{
n = 1;
course -= burst;
}
for (; n && n <= 3; n++)
{
/* select a nice random course */
course2 = course + randcourse(n);
angle = course2 * 0.0174532925; /* convert to radians */
dx = -cos(angle);
dy = sin(angle);
bigger = fabs(dx);
x = fabs(dy);
if (x > bigger)
bigger = x;
dx /= bigger;
dy /= bigger;
x = Ship.sectx + 0.5;
y = Ship.secty + 0.5;
if (Ship.cond != DOCKED)
Ship.torped -= 1;
printf("Torpedo track");
if (n > 0)
printf(", torpedo number %d", n);
printf(":\n%6.1f\t%4.1f\n", x, y);
while (1)
{
ix = x += dx;
iy = y += dy;
if (x < 0.0 || x >= sectsize || y < 0.0 || y >= sectsize)
{
printf("Torpedo missed\n");
break;
}
printf("%6.1f\t%4.1f\n", x, y);
switch (Sect[ix][iy])
{
case EMPTY:
continue;
case HOLE:
printf("Torpedo disappears into a black hole\n");
break;
case KLINGON:
for (k = 0; k < Etc.nkling; k++)
{
if (Etc.klingon[k].x != ix || Etc.klingon[k].y != iy)
continue;
Etc.klingon[k].power -= 500 + ranf(501);
if (Etc.klingon[k].power > 0)
{
printf("*** Hit on Klingon at %d,%d: extensive damages\n",
ix, iy);
break;
}
killk(ix, iy);
break;
}
break;
case STAR:
nova(ix, iy);
break;
case INHABIT:
kills(ix, iy, -1);
break;
case BASE:
killb(Ship.quadx, Ship.quady);
Game.killb += 1;
break;
default:
printf("Unknown object %c at %d,%d destroyed\n",
Sect[ix][iy], ix, iy);
Sect[ix][iy] = EMPTY;
break;
}
break;
}
if (damaged(TORPED) || Quad[Ship.quadx][Ship.quady].stars < 0)
break;
course += burst;
}
Move.free = 0;
}
/*
** RANDOMIZE COURSE
**
** This routine randomizes the course for torpedo number 'n'.
** Other things handled by this routine are misfires, damages
** to the tubes, etc.
*/
randcourse(n)
int n;
{
double r;
register int d;
d = ((franf() + franf()) - 1.0) * 20;
if (abs(d) > 12)
{
printf("Photon tubes misfire");
if (n < 0)
printf("\n");
else
printf(" on torpedo %d\n", n);
if (ranf(2))
{
damage(TORPED, 0.2 * abs(d) * (franf() + 1.0));
}
d *= 1.0 + 2.0 * franf();
}
if (Ship.shldup || Ship.cond == DOCKED)
{
r = Ship.shield;
r = 1.0 + r / Param.shield;
if (Ship.cond == DOCKED)
r = 2.0;
d *= r;
}
return (d);
}