From: Eric S. Raymond Date: Wed, 20 Sep 2006 08:55:41 +0000 (+0000) Subject: BSD-Trek-like critical hits with weighting. X-Git-Tag: 2.0~216 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=f9acc563cce04f40f3d622f34ce5fd6263bfc619;p=super-star-trek.git BSD-Trek-like critical hits with weighting. --- diff --git a/src/battle.c b/src/battle.c index 59d2d93..b36f86a 100644 --- a/src/battle.c +++ b/src/battle.c @@ -131,11 +131,66 @@ void doshield(bool raise) } } +static int randdevice(void) +/* choose a device to damage, at random. */ +{ + /* + * Quoth Eric Allman in the code of BSD-Trek: + * "Under certain conditions you can get a critical hit. This + * sort of hit damages devices. The probability that a given + * device is damaged depends on the device. Well protected + * devices (such as the computer, which is in the core of the + * ship and has considerable redundancy) almost never get + * damaged, whereas devices which are exposed (such as the + * warp engines) or which are particularly delicate (such as + * the transporter) have a much higher probability of being + * damaged." + * + * This is one place where OPTION_PLAIN does not restore the + * original behavior, which was equiprobable damage across + * all devices. If we wanted that, we'd return NDEVICES*Rand() + * and have done with it. Also, in the original game, DNAVYS + * and DCOMPTR were the same device. + * + * Instead, we use a table of weights similar to the one from BSD Trek. + * BSD doesn't have the shuttle, shield controller, death ray, or probes. + * We don't have a cloaking device. The shuttle got the allocation + * for the cloaking device, then we shaved a half-percent off + * everything to have some weight to give DSHCTRL/DDRAY/DDSP. + */ + static int weights[NDEVICES] = { + 105, /* DSRSENS: short range scanners 10.5% */ + 105, /* DLRSENS: long range scanners 10.5% */ + 120, /* DPHASER: phasers 12.0% */ + 120, /* DPHOTON: photon torpedoes 12.0% */ + 25, /* DLIFSUP: life support 2.5% */ + 65, /* DWARPEN: warp drive 6.5% */ + 70, /* DIMPULS: impulse engines 6.5% */ + 145, /* DSHIELD: deflector shields 14.5% */ + 30, /* DRADIO: subspace radio 3.0% */ + 45, /* DSHUTTL: shuttle 4.5% */ + 15, /* DCOMPTR: computer 1.5% */ + 20, /* NAVCOMP: navigation system 2.0% */ + 75, /* DTRANSP: transporter 7.5% */ + 20, /* DSHCTRL: high-speed shield controller 2.0% */ + 10, /* DDRAY: death ray 1.0% */ + 30, /* DDSP: deep-space probes 3.0% */ + }; + int sum, i, idx = Rand() * 1000.0; /* weights must sum to 1000 */ + + for (i = sum = 0; i < NDEVICES; i++) { + sum += weights[i]; + if (idx < sum) + return i; + } + return -1; /* we should never get here, but this quiets GCC */ +} + void ram(bool ibumpd, feature ienm, coord w) /* make our ship ram something */ { double hardness, extradm; - int icas, m; + int icas, m, ncrits; prouts(_("***RED ALERT! RED ALERT!")); skip(1); @@ -163,15 +218,22 @@ void ram(bool ibumpd, feature ienm, coord w) prout(_("***Sickbay reports %d casualties"), icas); game.casual += icas; game.state.crew -= icas; - for (m=0; m < NDEVICES; m++) { - if (m == DDRAY) - continue; // Don't damage deathray - if (game.damage[m] < 0) + /* + * In the pre-SST2K version, all devices got equiprobably damaged, + * which was silly. Instead, pick up to half the devices at + * random according to our weighting table, + */ + ncrits = Rand() * (NDEVICES/2); + for (m=0; m < ncrits; m++) { + int dev = randdevice(); + if (game.damage[dev] < 0) continue; extradm = (10.0*hardness*Rand()+1.0)*game.damfac; - game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */ + /* Damage for at least time of travel! */ + game.damage[dev] += game.optime + extradm; } game.shldup = false; + prout(_("***Shields are down.")); if (KLINGREM) { pause_game(true); dreprt(); @@ -446,12 +508,12 @@ static void fry(double hit) ncrit = 1.0 + hit/(500.0+100.0*Rand()); proutn(_("***CRITICAL HIT--")); /* Select devices and cause damage */ - for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) { + for (loop1 = 0; loop1 < ncrit; loop1++) { do { - j = NDEVICES*Rand(); + j = randdevice(); /* Cheat to prevent shuttle damage unless on ship */ } while - (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY); + (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1)); cdam[loop1] = j; extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())); game.damage[j] += extradm; @@ -872,7 +934,7 @@ static bool checkshctrl(double rpow) int icas; skip(1); - if (Rand() < .998) { + if (Rand() < 0.998) { prout(_("Shields lowered.")); return false; } @@ -915,13 +977,14 @@ void phasers(void) { double hits[21], rpow=0, extra, powrem, over, temp; int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */ - bool ifast = false, no = false, ipoop = true, msgflag = true; + bool ifast = false, no = false, itarg = true, msgflag = true; enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET; int key=0; skip(1); - /* SR sensors and Computer */ - if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false; + /* SR sensors and Computer are needed fopr automode */ + if (damaged(DSRSENS) || damaged(DCOMPTR)) + itarg = false; if (game.condition == docked) { prout(_("Phasers can't be fired through base shields.")); chew(); @@ -964,7 +1027,7 @@ void phasers(void) } } else if (isit("automatic")) { - if ((!ipoop) && game.nenhere != 0) { + if ((!itarg) && game.nenhere != 0) { automode = FORCEMAN; } else { @@ -987,7 +1050,7 @@ void phasers(void) prout(_("Energy will be expended into space.")); automode = AUTOMATIC; } - else if (!ipoop) + else if (!itarg) automode = FORCEMAN; else automode = AUTOMATIC; @@ -998,7 +1061,7 @@ void phasers(void) prout(_("Energy will be expended into space.")); automode = AUTOMATIC; } - else if (!ipoop) + else if (!itarg) automode = FORCEMAN; else proutn(_("Manual or automatic? ")); @@ -1084,7 +1147,7 @@ void phasers(void) chew(); key = IHEOL; if (damaged(DCOMPTR)) - prout(_("Battle comuter damaged, manual file only.")); + prout(_("Battle computer damaged, manual file only.")); else { skip(1); prouts(_("---WORKING---")); @@ -1118,7 +1181,7 @@ void phasers(void) } if (key == IHEOL) { chew(); - if (ipoop && k > kz) + if (itarg && k > kz) irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))* (1.01+0.05*Rand()) + 1.0; kz = k; diff --git a/src/moving.c b/src/moving.c index c02f1c4..3e243a4 100644 --- a/src/moving.c +++ b/src/moving.c @@ -277,7 +277,7 @@ static void getcd(bool isprobe, int akey) return; } while (navmode == unspecified) { - if (damaged(DCOMPTR)) { + if (damaged(DNAVSYS)) { if (isprobe) prout(_("Computer damaged; manual navigation only")); else diff --git a/src/sst.c b/src/sst.c index f0ee5f9..62ffe25 100644 --- a/src/sst.c +++ b/src/sst.c @@ -168,6 +168,11 @@ for a lot of magic numbers and refactored the heck out of it. worlds enabled, they must have one in the quadrant to beam down to; otherwise they die in space and this counts heavily against your score. Docking at a starbase replenishes your crew. + + 8. Still more BSD-Trek: we now have a weighted damage table. + Also, the nav subsystem (enabling automatic course + setting) can be damaged separately from the main computer (which + handles weapons targeting, ETA calculation, and self-destruct). */ /* the input queue */ @@ -196,6 +201,7 @@ char *device[NDEVICES] = { "Subspace Radio", "Shuttle Craft", "Computer", + "Navigation System", "Transporter", "Shield Control", "Death Ray", diff --git a/src/sst.h b/src/sst.h index 75e9be9..4063c4e 100644 --- a/src/sst.h +++ b/src/sst.h @@ -165,13 +165,14 @@ typedef struct { #define DRADIO 8 #define DSHUTTL 9 #define DCOMPTR 10 -#define DTRANSP 11 -#define DSHCTRL 12 -#define DDRAY 13 // Added deathray -#define DDSP 14 // Added deep space probe -#define NDEVICES (15) // Number of devices - -#define damaged(dev) game.damage[dev] != 0.0 +#define DNAVSYS 11 +#define DTRANSP 12 +#define DSHCTRL 13 +#define DDRAY 14 +#define DDSP 15 +#define NDEVICES (16) // Number of devices + +#define damaged(dev) (game.damage[dev] != 0.0) #define FOREVER 1e30