static char sccsid
[] = "@(#)abandon.c 4.3 (Berkeley) 5/27/83";
** The ship is abandoned. If your current ship is the Faire
** Queene, or if your shuttlecraft is dead, you're out of
** luck. You need the shuttlecraft in order for the captain
** (that's you!!) to escape.
** Your crew can beam to an inhabited starsystem in the
** quadrant, if there is one and if the transporter is working.
** If there is no inhabited starsystem, or if the transporter
** is out, they are left to die in outer space.
** These currently just count as regular deaths, but they
** should count very heavily against you.
** If there are no starbases left, you are captured by the
** Klingons, who torture you mercilessly. However, if there
** is at least one starbase, you are returned to the
** Federation in a prisoner of war exchange. Of course, this
** can't happen unless you have taken some prisoners.
register struct event
*e
;
return (printf("You may not abandon ye Faire Queene\n"));
printf("Officers escape in shuttlecraft\n");
/* decide on fate of crew */
q
= &Quad
[Ship
.quadx
][Ship
.quady
];
if (q
->qsystemname
== 0 || damaged(XPORTER
))
printf("Entire crew of %d left to die in outer space\n",
Game
.deaths
+= Ship
.crew
;
printf("Crew beams down to planet %s\n", systemname(q
));
/* see if you can be exchanged */
if (Now
.bases
== 0 || Game
.captives
< 20 * Game
.skill
)
printf("You are hereby put in charge of an antiquated but still\n");
printf(" functional ship, the Fairie Queene.\n");
Ship
.shipname
= "Fairie Queene";
Param
.energy
= Ship
.energy
= 3000;
Param
.torped
= Ship
.torped
= 6;
Param
.shield
= Ship
.shield
= 1250;
/* clear out damages on old ship */
for (i
= 0; i
< MAXEVENTS
; i
++)
if (e
->evcode
!= E_FIXDV
)
/* get rid of some devices and redistribute probabilities */
i
= Param
.damprob
[SHUTTLE
] + Param
.damprob
[CLOAK
];
Param
.damprob
[SHUTTLE
] = Param
.damprob
[CLOAK
] = 0;
for (j
= 0; j
< NDEV
; j
++)
if (Param
.damprob
[j
] != 0)
/* pick a starbase to restart at */
Ship
.quadx
= Now
.base
[i
].x
;
Ship
.quady
= Now
.base
[i
].y
;
/* setup that quadrant */
Sect
[Ship
.sectx
][Ship
.secty
] = EMPTY
;
Ship
.sectx
= Etc
.starbase
.x
+ ranf(3) - 1;
if (Ship
.sectx
< 0 || Ship
.sectx
>= NSECTS
)
Ship
.secty
= Etc
.starbase
.y
+ ranf(3) - 1;
if (Ship
.secty
< 0 || Ship
.secty
>= NSECTS
)
if (Sect
[Ship
.sectx
][Ship
.secty
] == EMPTY
)
Sect
[Ship
.sectx
][Ship
.secty
] = QUEENE
;