* Copyright (c) 1980 Regents of the University of California.
* All rights reserved. The Berkeley software License Agreement
* specifies the terms and conditions for redistribution.
static char sccsid
[] = "@(#)checkcond.c 5.1 (Berkeley) %G%";
** 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
** 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
** 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.
/* see if we are still alive and well */
/* if in auto override mode, ignore the rest */
/* call in automatic override if appropriate */
if (Quad
[Ship
.quadx
][Ship
.quady
].stars
< 0)
if (Quad
[Ship
.quadx
][Ship
.quady
].stars
< 0)
/* nullify distress call if appropriate */
killd(Ship
.quadx
, Ship
.quady
, 1);
if (Ship
.energy
< Param
.energylow
)