recognize and handle carrier loss
[unix-history] / usr / src / games / trek / help.c
CommitLineData
811a9cdc 1#ifndef lint
35b95499 2static char sccsid[] = "@(#)help.c 4.2 (Berkeley) %G%";
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3#endif not lint
4
5# include "trek.h"
6
7/*
8** call starbase for help
9**
10** First, the closest starbase is selected. If there is a
11** a starbase in your own quadrant, you are in good shape.
12** This distance takes quadrant distances into account only.
13**
14** A magic number is computed based on the distance which acts
15** as the probability that you will be rematerialized. You
16** get three tries.
17**
18** When it is determined that you should be able to be remater-
19** ialized (i.e., when the probability thing mentioned above
20** comes up positive), you are put into that quadrant (anywhere).
21** Then, we try to see if there is a spot adjacent to the star-
22** base. If not, you can't be rematerialized!!! Otherwise,
23** it drops you there. It only tries five times to find a spot
24** to drop you. After that, it's your problem.
25*/
26
35b95499 27char *Cntvect[3] =
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28{"first", "second", "third"};
29
30help()
31{
32 register int i;
33 double dist, x;
34 register int dx, dy;
35 int j, l;
36
37 /* check to see if calling for help is reasonable ... */
38 if (Ship.cond == DOCKED)
39 return (printf("Uhura: But Captain, we're already docked\n"));
40
41 /* or possible */
42 if (damaged(SSRADIO))
43 return (out(SSRADIO));
44 if (Now.bases <= 0)
45 return (printf("Uhura: I'm not getting any response from starbase\n"));
46
47 /* tut tut, there goes the score */
35b95499 48 Game.helps += 1;
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49
50 /* find the closest base */
51 dist = 1e50;
52 if (Quad[Ship.quadx][Ship.quady].bases <= 0)
53 {
54 /* there isn't one in this quadrant */
55 for (i = 0; i < Now.bases; i++)
56 {
57 /* compute distance */
58 dx = Now.base[i].x - Ship.quadx;
59 dy = Now.base[i].y - Ship.quady;
60 x = dx * dx + dy * dy;
61 x = sqrt(x);
62
63 /* see if better than what we already have */
64 if (x < dist)
65 {
66 dist = x;
67 l = i;
68 }
69 }
70
71 /* go to that quadrant */
72 Ship.quadx = Now.base[l].x;
73 Ship.quady = Now.base[l].y;
74 initquad(1);
75 }
76 else
77 {
78 dist = 0.0;
79 }
80
81 /* dematerialize the Enterprise */
82 Sect[Ship.sectx][Ship.secty] = EMPTY;
83 printf("Starbase in %d,%d responds\n", Ship.quadx, Ship.quady);
84
85 /* this next thing acts as a probability that it will work */
86 x = pow(1.0 - pow(0.94, dist), 0.3333333);
87
88 /* attempt to rematerialize */
89 for (i = 0; i < 3; i++)
90 {
91 sleep(2);
92 printf("%s attempt to rematerialize ", Cntvect[i]);
93 if (franf() > x)
94 {
95 /* ok, that's good. let's see if we can set her down */
96 for (j = 0; j < 5; j++)
97 {
98 dx = Etc.starbase.x + ranf(3) - 1;
99 if (dx < 0 || dx >= NSECTS)
100 continue;
101 dy = Etc.starbase.y + ranf(3) - 1;
102 if (dy < 0 || dy >= NSECTS || Sect[dx][dy] != EMPTY)
103 continue;
104 break;
105 }
106 if (j < 5)
107 {
108 /* found an empty spot */
109 printf("succeeds\n");
110 Ship.sectx = dx;
111 Ship.secty = dy;
112 Sect[dx][dy] = Ship.ship;
113 dock();
114 compkldist(0);
115 return;
116 }
117 /* the starbase must have been surrounded */
118 }
119 printf("fails\n");
120 }
121
122 /* one, two, three strikes, you're out */
123 lose(L_NOHELP);
124}