057afceb86
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
158 lines
4.7 KiB
C
158 lines
4.7 KiB
C
/*
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* Copyright (c) 1980, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)help.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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# include "trek.h"
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/*
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** call starbase for help
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**
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** First, the closest starbase is selected. If there is a
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** a starbase in your own quadrant, you are in good shape.
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** This distance takes quadrant distances into account only.
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**
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** A magic number is computed based on the distance which acts
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** as the probability that you will be rematerialized. You
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** get three tries.
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**
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** When it is determined that you should be able to be remater-
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** ialized (i.e., when the probability thing mentioned above
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** comes up positive), you are put into that quadrant (anywhere).
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** Then, we try to see if there is a spot adjacent to the star-
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** base. If not, you can't be rematerialized!!! Otherwise,
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** it drops you there. It only tries five times to find a spot
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** to drop you. After that, it's your problem.
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*/
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char *Cntvect[3] =
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{"first", "second", "third"};
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help()
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{
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register int i;
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double dist, x;
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register int dx, dy;
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int j, l;
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/* check to see if calling for help is reasonable ... */
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if (Ship.cond == DOCKED)
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return (printf("Uhura: But Captain, we're already docked\n"));
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/* or possible */
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if (damaged(SSRADIO))
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return (out(SSRADIO));
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if (Now.bases <= 0)
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return (printf("Uhura: I'm not getting any response from starbase\n"));
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/* tut tut, there goes the score */
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Game.helps += 1;
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/* find the closest base */
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dist = 1e50;
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if (Quad[Ship.quadx][Ship.quady].bases <= 0)
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{
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/* there isn't one in this quadrant */
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for (i = 0; i < Now.bases; i++)
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{
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/* compute distance */
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dx = Now.base[i].x - Ship.quadx;
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dy = Now.base[i].y - Ship.quady;
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x = dx * dx + dy * dy;
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x = sqrt(x);
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/* see if better than what we already have */
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if (x < dist)
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{
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dist = x;
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l = i;
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}
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}
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/* go to that quadrant */
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Ship.quadx = Now.base[l].x;
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Ship.quady = Now.base[l].y;
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initquad(1);
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}
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else
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{
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dist = 0.0;
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}
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/* dematerialize the Enterprise */
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Sect[Ship.sectx][Ship.secty] = EMPTY;
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printf("Starbase in %d,%d responds\n", Ship.quadx, Ship.quady);
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/* this next thing acts as a probability that it will work */
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x = pow(1.0 - pow(0.94, dist), 0.3333333);
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/* attempt to rematerialize */
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for (i = 0; i < 3; i++)
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{
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sleep(2);
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printf("%s attempt to rematerialize ", Cntvect[i]);
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if (franf() > x)
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{
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/* ok, that's good. let's see if we can set her down */
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for (j = 0; j < 5; j++)
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{
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dx = Etc.starbase.x + ranf(3) - 1;
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if (dx < 0 || dx >= NSECTS)
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continue;
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dy = Etc.starbase.y + ranf(3) - 1;
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if (dy < 0 || dy >= NSECTS || Sect[dx][dy] != EMPTY)
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continue;
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break;
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}
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if (j < 5)
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{
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/* found an empty spot */
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printf("succeeds\n");
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Ship.sectx = dx;
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Ship.secty = dy;
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Sect[dx][dy] = Ship.ship;
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dock();
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compkldist(0);
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return;
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}
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/* the starbase must have been surrounded */
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}
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printf("fails\n");
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}
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/* one, two, three strikes, you're out */
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lose(L_NOHELP);
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}
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