BSD 4_2 release
[unix-history] / usr / src / games / trek / abandon.c
#ifndef lint
static char sccsid[] = "@(#)abandon.c 4.3 (Berkeley) 5/27/83";
#endif not lint
# include "trek.h"
/*
** Abandon Ship
**
** 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.
**
** Uses trace flag 40
*/
abandon()
{
register struct quad *q;
register int i;
int j;
register struct event *e;
if (Ship.ship == QUEENE)
return (printf("You may not abandon ye Faire Queene\n"));
if (Ship.cond != DOCKED)
{
if (damaged(SHUTTLE))
return (out(SHUTTLE));
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",
Ship.crew);
Game.deaths += Ship.crew;
}
else
{
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)
lose(L_CAPTURED);
/* re-outfit new ship */
printf("You are hereby put in charge of an antiquated but still\n");
printf(" functional ship, the Fairie Queene.\n");
Ship.ship = QUEENE;
Ship.shipname = "Fairie Queene";
Param.energy = Ship.energy = 3000;
Param.torped = Ship.torped = 6;
Param.shield = Ship.shield = 1250;
Ship.shldup = 0;
Ship.cloaked = 0;
Ship.warp = 5.0;
Ship.warp2 = 25.0;
Ship.warp3 = 125.0;
Ship.cond = GREEN;
/* clear out damages on old ship */
for (i = 0; i < MAXEVENTS; i++)
{
e = &Event[i];
if (e->evcode != E_FIXDV)
continue;
unschedule(e);
}
/* get rid of some devices and redistribute probabilities */
i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
while (i > 0)
for (j = 0; j < NDEV; j++)
{
if (Param.damprob[j] != 0)
{
Param.damprob[j] += 1;
i--;
if (i <= 0)
break;
}
}
/* pick a starbase to restart at */
i = ranf(Now.bases);
Ship.quadx = Now.base[i].x;
Ship.quady = Now.base[i].y;
/* setup that quadrant */
while (1)
{
initquad(1);
Sect[Ship.sectx][Ship.secty] = EMPTY;
for (i = 0; i < 5; i++)
{
Ship.sectx = Etc.starbase.x + ranf(3) - 1;
if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
continue;
Ship.secty = Etc.starbase.y + ranf(3) - 1;
if (Ship.secty < 0 || Ship.secty >= NSECTS)
continue;
if (Sect[Ship.sectx][Ship.secty] == EMPTY)
{
Sect[Ship.sectx][Ship.secty] = QUEENE;
dock();
compkldist(0);
return;
}
}
}
}