📄 nova.c
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#ifndef lintstatic char sccsid[] = "@(#)nova.c 4.2 (Berkeley) 5/9/83";#endif not lint# 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.*/nova(x, y)int x, y;{ register int i, j; register 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) return (snova(x, y)); 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; } } } return;}
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