BSD 4_3_Reno release
[unix-history] / usr / src / games / trek / help.c
/*
* Copyright (c) 1980 Regents of the University of California.
* All rights reserved.
*
* Redistribution and use in source and binary forms are permitted provided
* that: (1) source distributions retain this entire copyright notice and
* comment, and (2) distributions including binaries display the following
* acknowledgement: ``This product includes software developed by the
* University of California, Berkeley and its contributors'' in the
* documentation or other materials provided with the distribution and in
* all advertising materials mentioning features or use of this software.
* 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 ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
#ifndef lint
static char sccsid[] = "@(#)help.c 5.4 (Berkeley) 6/1/90";
#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);
}