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
183 lines
5.6 KiB
C
183 lines
5.6 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[] = "@(#)warp.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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** MOVE UNDER WARP POWER
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**
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** This is both the "move" and the "ram" commands, differing
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** only in the flag 'fl'. It is also used for automatic
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** emergency override mode, when 'fl' is < 0 and 'c' and 'd'
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** are the course and distance to be moved. If 'fl' >= 0,
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** the course and distance are asked of the captain.
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**
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** The guts of this routine are in the routine move(), which
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** is shared with impulse(). Also, the working part of this
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** routine is very small; the rest is to handle the slight chance
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** that you may be moving at some riduculous speed. In that
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** case, there is code to handle time warps, etc.
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*/
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warp(fl, c, d)
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int fl, c;
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double d;
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{
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int course;
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double power;
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double dist;
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double time;
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double speed;
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double frac;
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register int percent;
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register int i;
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extern double move();
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if (Ship.cond == DOCKED)
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return (printf("%s is docked\n", Ship.shipname));
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if (damaged(WARP))
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{
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return (out(WARP));
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}
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if (fl < 0)
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{
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course = c;
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dist = d;
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}
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else
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if (getcodi(&course, &dist))
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return;
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/* check to see that we are not using an absurd amount of power */
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power = (dist + 0.05) * Ship.warp3;
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percent = 100 * power / Ship.energy + 0.5;
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if (percent >= 85)
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{
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printf("Scotty: That would consume %d%% of our remaining energy.\n",
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percent);
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if (!getynpar("Are you sure that is wise"))
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return;
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}
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/* compute the speed we will move at, and the time it will take */
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speed = Ship.warp2 / Param.warptime;
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time = dist / speed;
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/* check to see that that value is not ridiculous */
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percent = 100 * time / Now.time + 0.5;
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if (percent >= 85)
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{
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printf("Spock: That would take %d%% of our remaining time.\n",
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percent);
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if (!getynpar("Are you sure that is wise"))
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return;
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}
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/* compute how far we will go if we get damages */
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if (Ship.warp > 6.0 && ranf(100) < 20 + 15 * (Ship.warp - 6.0))
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{
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frac = franf();
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dist *= frac;
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time *= frac;
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damage(WARP, (frac + 1.0) * Ship.warp * (franf() + 0.25) * 0.20);
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}
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/* do the move */
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Move.time = move(fl, course, time, speed);
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/* see how far we actually went, and decrement energy appropriately */
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dist = Move.time * speed;
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Ship.energy -= dist * Ship.warp3 * (Ship.shldup + 1);
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/* test for bizarre events */
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if (Ship.warp <= 9.0)
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return;
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printf("\n\n ___ Speed exceeding warp nine ___\n\n");
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sleep(2);
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printf("Ship's safety systems malfunction\n");
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sleep(2);
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printf("Crew experiencing extreme sensory distortion\n");
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sleep(4);
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if (ranf(100) >= 100 * dist)
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{
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return (printf("Equilibrium restored -- all systems normal\n"));
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}
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/* select a bizzare thing to happen to us */
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percent = ranf(100);
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if (percent < 70)
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{
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/* time warp */
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if (percent < 35 || !Game.snap)
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{
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/* positive time warp */
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time = (Ship.warp - 8.0) * dist * (franf() + 1.0);
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Now.date += time;
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printf("Positive time portal entered -- it is now Stardate %.2f\n",
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Now.date);
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for (i = 0; i < MAXEVENTS; i++)
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{
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percent = Event[i].evcode;
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if (percent == E_FIXDV || percent == E_LRTB)
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Event[i].date += time;
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}
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return;
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}
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/* s/he got lucky: a negative time portal */
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time = Now.date;
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i = (int) Etc.snapshot;
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bmove(i, Quad, sizeof Quad);
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bmove(i += sizeof Quad, Event, sizeof Event);
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bmove(i += sizeof Event, &Now, sizeof Now);
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printf("Negative time portal entered -- it is now Stardate %.2f\n",
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Now.date);
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for (i = 0; i < MAXEVENTS; i++)
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if (Event[i].evcode == E_FIXDV)
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reschedule(&Event[i], Event[i].date - time);
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return;
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}
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/* test for just a lot of damage */
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if (percent < 80)
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lose(L_TOOFAST);
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printf("Equilibrium restored -- extreme damage occured to ship systems\n");
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for (i = 0; i < NDEV; i++)
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damage(i, (3.0 * (franf() + franf()) + 1.0) * Param.damfac[i]);
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Ship.shldup = 0;
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}
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