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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]);