BSD 4_3_Reno release
[unix-history] / usr / src / games / trek / checkcond.c
/*
* Copyright (c) 1980 Regents of the University of California.
* All rights reserved.
*
* Redistribution and use in source and binary forms are permitted provided
* that: (1) source distributions retain this entire copyright notice and
* comment, and (2) distributions including binaries display the following
* acknowledgement: ``This product includes software developed by the
* University of California, Berkeley and its contributors'' in the
* documentation or other materials provided with the distribution and in
* all advertising materials mentioning features or use of this software.
* Neither the name of the University nor the names of its contributors may
* be used to endorse or promote products derived from this software without
* specific prior written permission.
* THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
#ifndef lint
static char sccsid[] = "@(#)checkcond.c 5.4 (Berkeley) 6/1/90";
#endif /* not lint */
# include "trek.h"
/*
** Check for Condition After a Move
**
** Various ship conditions are checked. First we check
** to see if we have already lost the game, due to running
** out of life support reserves, running out of energy,
** or running out of crew members. The check for running
** out of time is in events().
**
** If we are in automatic override mode (Etc.nkling < 0), we
** don't want to do anything else, lest we call autover
** recursively.
**
** In the normal case, if there is a supernova, we call
** autover() to help us escape. If after calling autover()
** we are still in the grips of a supernova, we get burnt
** up.
**
** If there are no Klingons in this quadrant, we nullify any
** distress calls which might exist.
**
** We then set the condition code, based on the energy level
** and battle conditions.
*/
checkcond()
{
register int i, j;
/* see if we are still alive and well */
if (Ship.reserves < 0.0)
lose(L_NOLIFE);
if (Ship.energy <= 0)
lose(L_NOENGY);
if (Ship.crew <= 0)
lose(L_NOCREW);
/* if in auto override mode, ignore the rest */
if (Etc.nkling < 0)
return;
/* call in automatic override if appropriate */
if (Quad[Ship.quadx][Ship.quady].stars < 0)
autover();
if (Quad[Ship.quadx][Ship.quady].stars < 0)
lose(L_SNOVA);
/* nullify distress call if appropriate */
if (Etc.nkling <= 0)
killd(Ship.quadx, Ship.quady, 1);
/* set condition code */
if (Ship.cond == DOCKED)
return;
if (Etc.nkling > 0)
{
Ship.cond = RED;
return;
}
if (Ship.energy < Param.energylow)
{
Ship.cond = YELLOW;
return;
}
Ship.cond = GREEN;
return;
}