more cleanup; sail, driver, sail.log merged into single program
[unix-history] / usr / src / games / sail / pl_3.c
#ifndef lint
static char *sccsid = "@(#)pl_3.c 2.3 83/12/17";
#endif
#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);
}
}
}