Annotation of 43BSDReno/games/trek/nova.c, revision 1.1.1.1

1.1       root        1: /*
                      2:  * Copyright (c) 1980 Regents of the University of California.
                      3:  * All rights reserved.
                      4:  *
                      5:  * Redistribution and use in source and binary forms are permitted provided
                      6:  * that: (1) source distributions retain this entire copyright notice and
                      7:  * comment, and (2) distributions including binaries display the following
                      8:  * acknowledgement:  ``This product includes software developed by the
                      9:  * University of California, Berkeley and its contributors'' in the
                     10:  * documentation or other materials provided with the distribution and in
                     11:  * all advertising materials mentioning features or use of this software.
                     12:  * Neither the name of the University nor the names of its contributors may
                     13:  * be used to endorse or promote products derived from this software without
                     14:  * specific prior written permission.
                     15:  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED
                     16:  * WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
                     17:  * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
                     18:  */
                     19: 
                     20: #ifndef lint
                     21: static char sccsid[] = "@(#)nova.c     5.4 (Berkeley) 6/1/90";
                     22: #endif /* not lint */
                     23: 
                     24: # include      "trek.h"
                     25: 
                     26: /*
                     27: **  CAUSE A NOVA TO OCCUR
                     28: **
                     29: **     A nova occurs.  It is the result of having a star hit with
                     30: **     a photon torpedo.  There are several things which may happen.
                     31: **     The star may not be affected.  It may go nova.  It may turn
                     32: **     into a black hole.  Any (yummy) it may go supernova.
                     33: **
                     34: **     Stars that go nova cause stars which surround them to undergo
                     35: **     the same probabilistic process.  Klingons next to them are
                     36: **     destroyed.  And if the starship is next to it, it gets zapped.
                     37: **     If the zap is too much, it gets destroyed.
                     38: */
                     39: 
                     40: nova(x, y)
                     41: int    x, y;
                     42: {
                     43:        register int            i, j;
                     44:        register int            se;
                     45: 
                     46:        if (Sect[x][y] != STAR || Quad[Ship.quadx][Ship.quady].stars < 0)
                     47:                return;
                     48:        if (ranf(100) < 15)
                     49:        {
                     50:                printf("Spock: Star at %d,%d failed to nova.\n", x, y);
                     51:                return;
                     52:        }
                     53:        if (ranf(100) < 5)
                     54:                return (snova(x, y));
                     55:        printf("Spock: Star at %d,%d gone nova\n", x, y);
                     56: 
                     57:        if (ranf(4) != 0)
                     58:                Sect[x][y] = EMPTY;
                     59:        else
                     60:        {
                     61:                Sect[x][y] = HOLE;
                     62:                Quad[Ship.quadx][Ship.quady].holes += 1;
                     63:        }
                     64:        Quad[Ship.quadx][Ship.quady].stars -= 1;
                     65:        Game.kills += 1;
                     66:        for (i = x - 1; i <= x + 1; i++)
                     67:        {
                     68:                if (i < 0 || i >= NSECTS)
                     69:                        continue;
                     70:                for (j = y - 1; j <= y + 1; j++)
                     71:                {
                     72:                        if (j < 0 || j >= NSECTS)
                     73:                                continue;
                     74:                        se = Sect[i][j];
                     75:                        switch (se)
                     76:                        {
                     77: 
                     78:                          case EMPTY:
                     79:                          case HOLE:
                     80:                                break;
                     81: 
                     82:                          case KLINGON:
                     83:                                killk(i, j);
                     84:                                break;
                     85: 
                     86:                          case STAR:
                     87:                                nova(i, j);
                     88:                                break;
                     89: 
                     90:                          case INHABIT:
                     91:                                kills(i, j, -1);
                     92:                                break;
                     93: 
                     94:                          case BASE:
                     95:                                killb(i, j);
                     96:                                Game.killb += 1;
                     97:                                break;
                     98: 
                     99:                          case ENTERPRISE:
                    100:                          case QUEENE:
                    101:                                se = 2000;
                    102:                                if (Ship.shldup)
                    103:                                        if (Ship.shield >= se)
                    104:                                        {
                    105:                                                Ship.shield -= se;
                    106:                                                se = 0;
                    107:                                        }
                    108:                                        else
                    109:                                        {
                    110:                                                se -= Ship.shield;
                    111:                                                Ship.shield = 0;
                    112:                                        }
                    113:                                Ship.energy -= se;
                    114:                                if (Ship.energy <= 0)
                    115:                                        lose(L_SUICID);
                    116:                                break;
                    117: 
                    118:                          default:
                    119:                                printf("Unknown object %c at %d,%d destroyed\n",
                    120:                                        se, i, j);
                    121:                                Sect[i][j] = EMPTY;
                    122:                                break;
                    123:                        }
                    124:                }
                    125:        }
                    126:        return;
                    127: }

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