File:  [DragonFly] / src / games / trek / torped.c
Revision 1.3: download - view: text, annotated - select for diffs
Thu Sep 7 21:19:44 2006 UTC (8 years, 3 months ago) by pavalos
Branches: MAIN
CVS tags: HEAD, DragonFly_RELEASE_2_0_Slip, DragonFly_RELEASE_2_0, DragonFly_RELEASE_1_8_Slip, DragonFly_RELEASE_1_8, DragonFly_RELEASE_1_12_Slip, DragonFly_RELEASE_1_12, DragonFly_RELEASE_1_10_Slip, DragonFly_RELEASE_1_10, DragonFly_Preview
WARNS6 cleanup (1803 warnings).

ANSI function declarations.

Staticize functions.

Rename local variables that shadow globals.

Use string functions from libc instead of creating our own.

Remove void casts for unchecked function returns.

Spell parameter correctly.

Don't try to return a value from void functions.

Remove compat library requirement (gtty -> ioctl).

Add new function "dowarp" that calls warp() from play.c.  (Taken from
NetBSD).

Change chars that are used for numeric values to shorts so they can be
properly used as array indexes.

/*
 * Copyright (c) 1980, 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.
 *
 * @(#)torped.c	8.1 (Berkeley) 5/31/93
 * $FreeBSD: src/games/trek/torped.c,v 1.5 1999/11/30 03:49:55 billf Exp $
 * $DragonFly: src/games/trek/torped.c,v 1.3 2006/09/07 21:19:44 pavalos Exp $
 */

# include	"getpar.h"
# include	"trek.h"

static int	randcourse(int);

/*
**  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.
*/

void
torped(__unused int unused)
{
	int		ix, iy;
	double			x, y, dx, dy;
	double			angle;
	int			course, course2;
	int		k;
	double			bigger;
	double			sectsize;
	int			burst;
	int			n;

	if (Ship.cloaked)
	{
		printf("Federation regulations do not permit attack while cloaked.\n");
		return;
	}
	if (check_out(TORPED))
		return;
	if (Ship.torped <= 0)
	{
		printf("All photon torpedos expended\n");
		return;
	}

	/* 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) {
			printf("Maximum burst angle is 15 degrees\n");
			return;
		}
	}
	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.
*/

static int
randcourse(int n)
{
	double			r;
	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);
}