/* * Copyright (c) 1980 Regents of the University of California. * All rights reserved. The Berkeley software License Agreement * specifies the terms and conditions for redistribution. */ #ifndef lint static char sccsid[] = "@(#)help.c 5.1 (Berkeley) 5/30/85"; #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); }