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/* $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;
}
}
}
}
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