/* $OpenBSD: nova.c,v 1.7 2016/01/07 14:37:51 mestre Exp $ */ /* $NetBSD: nova.c,v 1.3 1995/04/22 10:59:14 cgd Exp $ */ /* * Copyright (c) 1980, 1993 * The Regents of the University of California. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. 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 BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */ #include <stdio.h> #include "trek.h" /* ** CAUSE A NOVA TO OCCUR ** ** A nova occurs. It is the result of having a star hit with ** a photon torpedo. There are several things which may happen. ** The star may not be affected. It may go nova. It may turn ** into a black hole. Any (yummy) it may go supernova. ** ** Stars that go nova cause stars which surround them to undergo ** the same probabilistic process. Klingons next to them are ** destroyed. And if the starship is next to it, it gets zapped. ** If the zap is too much, it gets destroyed. */ void nova(int x, int y) { int i, j; int se; if (Sect[x][y] != STAR || Quad[Ship.quadx][Ship.quady].stars < 0) return; if (ranf(100) < 15) { printf("Spock: Star at %d,%d failed to nova.\n", x, y); return; } if (ranf(100) < 5) { snova(x, y); return; } printf("Spock: Star at %d,%d gone nova\n", x, y); if (ranf(4) != 0) Sect[x][y] = EMPTY; else { Sect[x][y] = HOLE; Quad[Ship.quadx][Ship.quady].holes += 1; } Quad[Ship.quadx][Ship.quady].stars -= 1; Game.kills += 1; for (i = x - 1; i <= x + 1; i++) { if (i < 0 || i >= NSECTS) continue; for (j = y - 1; j <= y + 1; j++) { if (j < 0 || j >= NSECTS) continue; se = Sect[i][j]; switch (se) { case EMPTY: case HOLE: break; case KLINGON: killk(i, j); break; case STAR: nova(i, j); break; case INHABIT: kills(i, j, -1); break; case BASE: killb(i, j); Game.killb += 1; break; case ENTERPRISE: case QUEENE: se = 2000; if (Ship.shldup) { if (Ship.shield >= se) { Ship.shield -= se; se = 0; } else { se -= Ship.shield; Ship.shield = 0; } } Ship.energy -= se; if (Ship.energy <= 0) lose(L_SUICID); break; default: printf("Unknown object %c at %d,%d destroyed\n", se, i, j); Sect[i][j] = EMPTY; break; } } } }