BSD 1 development
[unix-history] / trek / help.c
CommitLineData
520d5775
EA
1# include "trek.h"
2
3/*
4** call starbase for help
5**
6** First, the closest starbase is selected. If there is a
7** a starbase in your own quadrant, you are in good shape.
8** This distance takes quadrant distances into account only.
9**
10** A magic number is computed based on the distance which acts
11** as the probability that you will be rematerialized. You
12** get three tries.
13**
14** When it is determined that you should be able to be remater-
15** ialized (i.e., when the probability thing mentioned above
16** comes up positive), you are put into that quadrant (anywhere).
17** Then, we try to see if there is a spot adjacent to the star-
18** base. If not, you can't be rematerialized!!! Otherwise,
19** it drops you there. It only tries five times to find a spot
20** to drop you. After that, it's your problem.
21*/
22
23char *Cntvect[3]
24{"first", "second", "third"};
25
26help()
27{
28 register int i;
29 double dist, x;
30 register int dx, dy;
31 int j, l;
32
33 /* check to see if calling for help is reasonable ... */
34 if (Ship.cond == DOCKED)
35 return (printf("Uhura: But Captain, we're already docked\n"));
36
37 /* or possible */
38 if (damaged(SSRADIO))
39 return (out(SSRADIO));
40 if (Now.bases <= 0)
41 return (printf("Uhura: I'm not getting any response from starbase\n"));
42
43 /* tut tut, there goes the score */
44 Game.helps =+ 1;
45
46 /* find the closest base */
47 dist = 1e50;
48 if (Quad[Ship.quadx][Ship.quady].bases <= 0)
49 {
50 /* there isn't one in this quadrant */
51 for (i = 0; i < Now.bases; i++)
52 {
53 /* compute distance */
54 dx = Now.base[i].x - Ship.quadx;
55 dy = Now.base[i].y - Ship.quady;
56 x = dx * dx + dy * dy;
57 x = sqrt(x);
58
59 /* see if better than what we already have */
60 if (x < dist)
61 {
62 dist = x;
63 l = i;
64 }
65 }
66
67 /* go to that quadrant */
68 Ship.quadx = Now.base[l].x;
69 Ship.quady = Now.base[l].y;
70 initquad(1);
71 }
72 else
73 {
74 dist = 0.0;
75 }
76
77 /* dematerialize the Enterprise */
78 Sect[Ship.sectx][Ship.secty] = EMPTY;
79 printf("Starbase in %d,%d responds\n", Ship.quadx, Ship.quady);
80
81 /* this next thing acts as a probability that it will work */
82 x = pow(1.0 - pow(0.94, dist), 0.3333333);
83
84 /* attempt to rematerialize */
85 for (i = 0; i < 3; i++)
86 {
87 sleep(2);
88 printf("%s attempt to rematerialize ", Cntvect[i]);
89 if (franf() > x)
90 {
91 /* ok, that's good. let's see if we can set her down */
92 for (j = 0; j < 5; j++)
93 {
94 dx = Etc.starbase.x + ranf(3) - 1;
95 if (dx < 0 || dx >= NSECTS)
96 continue;
97 dy = Etc.starbase.y + ranf(3) - 1;
98 if (dy < 0 || dy >= NSECTS || Sect[dx][dy] != EMPTY)
99 continue;
100 break;
101 }
102 if (j < 5)
103 {
104 /* found an empty spot */
105 printf("succeeds\n");
106 Ship.sectx = dx;
107 Ship.secty = dy;
108 Sect[dx][dy] = Ship.ship;
109 dock();
110 compkldist(0);
111 return;
112 }
113 /* the starbase must have been surrounded */
114 }
115 printf("fails\n");
116 }
117
118 /* one, two, three strikes, you're out */
119 lose(L_NOHELP);
120}