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Curses works - define USE_CURSES for BSD44 and don't try to do our own
[bsdgames-darwin.git] / trek / destruct.c
1 /* $NetBSD: destruct.c,v 1.5 1999/09/08 21:45:32 jsm Exp $ */
2
3 /*
4 * Copyright (c) 1980, 1993
5 * The Regents of the University of California. All rights reserved.
6 *
7 * Redistribution and use in source and binary forms, with or without
8 * modification, are permitted provided that the following conditions
9 * are met:
10 * 1. Redistributions of source code must retain the above copyright
11 * notice, this list of conditions and the following disclaimer.
12 * 2. Redistributions in binary form must reproduce the above copyright
13 * notice, this list of conditions and the following disclaimer in the
14 * documentation and/or other materials provided with the distribution.
15 * 3. All advertising materials mentioning features or use of this software
16 * must display the following acknowledgement:
17 * This product includes software developed by the University of
18 * California, Berkeley and its contributors.
19 * 4. Neither the name of the University nor the names of its contributors
20 * may be used to endorse or promote products derived from this software
21 * without specific prior written permission.
22 *
23 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
33 * SUCH DAMAGE.
34 */
35
36 #include <sys/cdefs.h>
37 #ifndef lint
38 #if 0
39 static char sccsid[] = "@(#)destruct.c 8.1 (Berkeley) 5/31/93";
40 #else
41 __RCSID("$NetBSD: destruct.c,v 1.5 1999/09/08 21:45:32 jsm Exp $");
42 #endif
43 #endif /* not lint */
44
45 #include <stdio.h>
46 #include <unistd.h>
47 #include "trek.h"
48 #include "getpar.h"
49
50 /*
51 ** Self Destruct Sequence
52 **
53 ** The computer starts up the self destruct sequence. Obviously,
54 ** if the computer is out nothing can happen. You get a countdown
55 ** and a request for password. This must match the password that
56 ** you entered at the start of the game.
57 **
58 ** You get to destroy things when you blow up; hence, it is
59 ** possible to win the game by destructing if you take the last
60 ** Klingon with you.
61 **
62 ** By the way, the \032 in the message is a ^Z, which is because
63 ** the terminal in my office is an ADM-3, which uses that char-
64 ** acter to clear the screen. I also stick in a \014 (form feed)
65 ** because that clears some other screens.
66 **
67 ** Uses trace flag 41
68 */
69
70 /*ARGSUSED*/
71 void
72 destruct(v)
73 int v __attribute__((__unused__));
74 {
75 char checkpass[15];
76 int i, j;
77 double zap;
78
79 if (damaged(COMPUTER)) {
80 out(COMPUTER);
81 return;
82 }
83 printf("\n\07 --- WORKING ---\07\n");
84 sleep(3);
85 /* output the count 10 9 8 7 6 */
86 for (i = 10; i > 5; i--)
87 {
88 for (j = 10; j > i; j--)
89 printf(" ");
90 printf("%d\n", i);
91 sleep(1);
92 }
93 /* check for password on new line only */
94 skiptonl(0);
95 getstrpar("Enter password verification", checkpass, 14, 0);
96 sleep(2);
97 if (strcmp(checkpass, Game.passwd) != 0) {
98 printf("Self destruct sequence aborted\n");
99 return;
100 }
101 printf("Password verified; self destruct sequence continues:\n");
102 sleep(2);
103 /* output count 5 4 3 2 1 0 */
104 for (i = 5; i >= 0; i--)
105 {
106 sleep(1);
107 for (j = 5; j > i; j--)
108 printf(" ");
109 printf("%d\n", i);
110 }
111 sleep(2);
112 printf("\032\014***** %s destroyed *****\n", Ship.shipname);
113 Game.killed = 1;
114 /* let's see what we can blow up!!!! */
115 zap = 20.0 * Ship.energy;
116 Game.deaths += Ship.crew;
117 for (i = 0; i < Etc.nkling; )
118 {
119 if (Etc.klingon[i].power * Etc.klingon[i].dist <= zap)
120 killk(Etc.klingon[i].x, Etc.klingon[i].y);
121 else
122 i++;
123 }
124 /* if we didn't kill the last Klingon (detected by killk), */
125 /* then we lose.... */
126 lose(L_DSTRCT);
127 }