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29 * @(#)warp.c 8.1 (Berkeley) 5/31/93
30 * $FreeBSD: src/games/trek/warp.c,v 1.4 1999/11/30 03:49:56 billf Exp $
31 * $DragonFly: src/games/trek/warp.c,v 1.4 2007/05/13 18:33:55 swildner Exp $
38 ** MOVE UNDER WARP POWER
40 ** This is both the "move" and the "ram" commands, differing
41 ** only in the flag 'fl'. It is also used for automatic
42 ** emergency override mode, when 'fl' is < 0 and 'c' and 'd'
43 ** are the course and distance to be moved. If 'fl' >= 0,
44 ** the course and distance are asked of the captain.
46 ** The guts of this routine are in the routine move(), which
47 ** is shared with impulse(). Also, the working part of this
48 ** routine is very small; the rest is to handle the slight chance
49 ** that you may be moving at some riduculous speed. In that
50 ** case, there is code to handle time warps, etc.
54 * dowarp() is used in a struct cvntab to call warp(). Since it is always ram
55 * or move, fl is never < 0, so ask the user for course and distance, then pass
70 warp(int fl
, int c
, double d
)
82 if (Ship
.cond
== DOCKED
) {
83 printf("%s is docked\n", Ship
.shipname
);
93 /* check to see that we are not using an absurd amount of power */
94 power
= (dist
+ 0.05) * Ship
.warp3
;
95 percent
= 100 * power
/ Ship
.energy
+ 0.5;
97 printf("Scotty: That would consume %d%% of our remaining energy.\n",
99 if (!getynpar("Are you sure that is wise"))
103 /* compute the speed we will move at, and the time it will take */
104 speed
= Ship
.warp2
/ Param
.warptime
;
105 p_time
= dist
/ speed
;
107 /* check to see that that value is not ridiculous */
108 percent
= 100 * p_time
/ Now
.time
+ 0.5;
110 printf("Spock: That would take %d%% of our remaining time.\n",
112 if (!getynpar("Are you sure that is wise"))
116 /* compute how far we will go if we get damages */
117 if (Ship
.warp
> 6.0 && ranf(100) < 20 + 15 * (Ship
.warp
- 6.0)) {
121 damage(WARP
, (frac
+ 1.0) * Ship
.warp
* (franf() + 0.25) * 0.20);
125 Move
.time
= move(fl
, course
, p_time
, speed
);
127 /* see how far we actually went, and decrement energy appropriately */
128 dist
= Move
.time
* speed
;
129 Ship
.energy
-= dist
* Ship
.warp3
* (Ship
.shldup
+ 1);
131 /* test for bizarre events */
132 if (Ship
.warp
<= 9.0)
134 printf("\n\n ___ Speed exceeding warp nine ___\n\n");
136 printf("Ship's safety systems malfunction\n");
138 printf("Crew experiencing extreme sensory distortion\n");
140 if (ranf(100) >= 100 * dist
) {
141 printf("Equilibrium restored -- all systems normal\n");
145 /* select a bizzare thing to happen to us */
149 if (percent
< 35 || !Game
.snap
) {
150 /* positive time warp */
151 p_time
= (Ship
.warp
- 8.0) * dist
* (franf() + 1.0);
153 printf("Positive time portal entered -- it is now Stardate %.2f\n",
155 for (i
= 0; i
< MAXEVENTS
; i
++) {
156 percent
= Event
[i
].evcode
;
157 if (percent
== E_FIXDV
|| percent
== E_LRTB
)
158 Event
[i
].date
+= p_time
;
163 /* s/he got lucky: a negative time portal */
166 bmove(s
, Quad
, sizeof Quad
);
167 bmove(s
+= sizeof Quad
, Event
, sizeof Event
);
168 bmove(s
+= sizeof Event
, &Now
, sizeof Now
);
169 printf("Negative time portal entered -- it is now Stardate %.2f\n",
171 for (i
= 0; i
< MAXEVENTS
; i
++)
172 if (Event
[i
].evcode
== E_FIXDV
)
173 reschedule(&Event
[i
], Event
[i
].date
- p_time
);
177 /* test for just a lot of damage */
180 printf("Equilibrium restored -- extreme damage occurred to ship systems\n");
181 for (i
= 0; i
< NDEV
; i
++)
182 damage(i
, (3.0 * (franf() + franf()) + 1.0) * Param
.damfac
[i
]);