X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fmoving.c;h=cb6e197b51e5c5625693382f65f9fd830767e42f;hp=3e243a4eee0870383d3e68ae1988d0b47af0ba45;hb=8f5eef7a4dcbfd3fa8ee33e1f50ae4b0c53efc9c;hpb=f9acc563cce04f40f3d622f34ce5fd6263bfc619 diff --git a/src/moving.c b/src/moving.c index 3e243a4..cb6e197 100644 --- a/src/moving.c +++ b/src/moving.c @@ -907,6 +907,26 @@ void probe(void) return; } +/* + * Here's how the mayday code works: + * + * First, the closest starbase is selected. If there is a + * a starbase in your own quadrant, you are in good shape. + * This distance takes quadrant distances into account only. + * + * A magic number is computed based on the distance which acts + * as the probability that you will be rematerialized. You + * get three tries. + * + * When it is determined that you should be able to be remater- + * ialized (i.e., when the probability thing mentioned above + * comes up positive), you are put into that quadrant (anywhere). + * Then, we try to see if there is a spot adjacent to the star- + * base. If not, you can't be rematerialized!!! Otherwise, + * it drops you there. It only tries five times to find a spot + * to drop you. After that, it's your problem. + */ + void mayday(void) /* yell for help from nearest starbase */ {