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freebsd/games/trek/help.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
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
1994-09-04 04:03:31 +00:00

158 lines
4.7 KiB
C

/*
* 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.
*/
#ifndef lint
static char sccsid[] = "@(#)help.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
# include "trek.h"
/*
** call starbase for help
**
** First, the closest starbase is selected. If there is a
** a starbase in your own quadrant, you are in good shape.
** This distance takes quadrant distances into account only.
**
** A magic number is computed based on the distance which acts
** as the probability that you will be rematerialized. You
** get three tries.
**
** When it is determined that you should be able to be remater-
** ialized (i.e., when the probability thing mentioned above
** comes up positive), you are put into that quadrant (anywhere).
** Then, we try to see if there is a spot adjacent to the star-
** base. If not, you can't be rematerialized!!! Otherwise,
** it drops you there. It only tries five times to find a spot
** to drop you. After that, it's your problem.
*/
char *Cntvect[3] =
{"first", "second", "third"};
help()
{
register int i;
double dist, x;
register int dx, dy;
int j, l;
/* check to see if calling for help is reasonable ... */
if (Ship.cond == DOCKED)
return (printf("Uhura: But Captain, we're already docked\n"));
/* or possible */
if (damaged(SSRADIO))
return (out(SSRADIO));
if (Now.bases <= 0)
return (printf("Uhura: I'm not getting any response from starbase\n"));
/* tut tut, there goes the score */
Game.helps += 1;
/* find the closest base */
dist = 1e50;
if (Quad[Ship.quadx][Ship.quady].bases <= 0)
{
/* there isn't one in this quadrant */
for (i = 0; i < Now.bases; i++)
{
/* compute distance */
dx = Now.base[i].x - Ship.quadx;
dy = Now.base[i].y - Ship.quady;
x = dx * dx + dy * dy;
x = sqrt(x);
/* see if better than what we already have */
if (x < dist)
{
dist = x;
l = i;
}
}
/* go to that quadrant */
Ship.quadx = Now.base[l].x;
Ship.quady = Now.base[l].y;
initquad(1);
}
else
{
dist = 0.0;
}
/* dematerialize the Enterprise */
Sect[Ship.sectx][Ship.secty] = EMPTY;
printf("Starbase in %d,%d responds\n", Ship.quadx, Ship.quady);
/* this next thing acts as a probability that it will work */
x = pow(1.0 - pow(0.94, dist), 0.3333333);
/* attempt to rematerialize */
for (i = 0; i < 3; i++)
{
sleep(2);
printf("%s attempt to rematerialize ", Cntvect[i]);
if (franf() > x)
{
/* ok, that's good. let's see if we can set her down */
for (j = 0; j < 5; j++)
{
dx = Etc.starbase.x + ranf(3) - 1;
if (dx < 0 || dx >= NSECTS)
continue;
dy = Etc.starbase.y + ranf(3) - 1;
if (dy < 0 || dy >= NSECTS || Sect[dx][dy] != EMPTY)
continue;
break;
}
if (j < 5)
{
/* found an empty spot */
printf("succeeds\n");
Ship.sectx = dx;
Ship.secty = dy;
Sect[dx][dy] = Ship.ship;
dock();
compkldist(0);
return;
}
/* the starbase must have been surrounded */
}
printf("fails\n");
}
/* one, two, three strikes, you're out */
lose(L_NOHELP);
}