1: /*
2: * Copyright (c) 1980 Regents of the University of California.
3: * All rights reserved. The Berkeley software License Agreement
4: * specifies the terms and conditions for redistribution.
5: */
6:
7: #ifndef lint
8: static char sccsid[] = "@(#)abandon.c 5.1 (Berkeley) 5/30/85";
9: #endif not lint
10:
11: # include "trek.h"
12:
13: /*
14: ** Abandon Ship
15: **
16: ** The ship is abandoned. If your current ship is the Faire
17: ** Queene, or if your shuttlecraft is dead, you're out of
18: ** luck. You need the shuttlecraft in order for the captain
19: ** (that's you!!) to escape.
20: **
21: ** Your crew can beam to an inhabited starsystem in the
22: ** quadrant, if there is one and if the transporter is working.
23: ** If there is no inhabited starsystem, or if the transporter
24: ** is out, they are left to die in outer space.
25: **
26: ** These currently just count as regular deaths, but they
27: ** should count very heavily against you.
28: **
29: ** If there are no starbases left, you are captured by the
30: ** Klingons, who torture you mercilessly. However, if there
31: ** is at least one starbase, you are returned to the
32: ** Federation in a prisoner of war exchange. Of course, this
33: ** can't happen unless you have taken some prisoners.
34: **
35: ** Uses trace flag 40
36: */
37:
38: abandon()
39: {
40: register struct quad *q;
41: register int i;
42: int j;
43: register struct event *e;
44:
45: if (Ship.ship == QUEENE)
46: return (printf("You may not abandon ye Faire Queene\n"));
47: if (Ship.cond != DOCKED)
48: {
49: if (damaged(SHUTTLE))
50: return (out(SHUTTLE));
51: printf("Officers escape in shuttlecraft\n");
52: /* decide on fate of crew */
53: q = &Quad[Ship.quadx][Ship.quady];
54: if (q->qsystemname == 0 || damaged(XPORTER))
55: {
56: printf("Entire crew of %d left to die in outer space\n",
57: Ship.crew);
58: Game.deaths += Ship.crew;
59: }
60: else
61: {
62: printf("Crew beams down to planet %s\n", systemname(q));
63: }
64: }
65: /* see if you can be exchanged */
66: if (Now.bases == 0 || Game.captives < 20 * Game.skill)
67: lose(L_CAPTURED);
68: /* re-outfit new ship */
69: printf("You are hereby put in charge of an antiquated but still\n");
70: printf(" functional ship, the Fairie Queene.\n");
71: Ship.ship = QUEENE;
72: Ship.shipname = "Fairie Queene";
73: Param.energy = Ship.energy = 3000;
74: Param.torped = Ship.torped = 6;
75: Param.shield = Ship.shield = 1250;
76: Ship.shldup = 0;
77: Ship.cloaked = 0;
78: Ship.warp = 5.0;
79: Ship.warp2 = 25.0;
80: Ship.warp3 = 125.0;
81: Ship.cond = GREEN;
82: /* clear out damages on old ship */
83: for (i = 0; i < MAXEVENTS; i++)
84: {
85: e = &Event[i];
86: if (e->evcode != E_FIXDV)
87: continue;
88: unschedule(e);
89: }
90: /* get rid of some devices and redistribute probabilities */
91: i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
92: Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
93: while (i > 0)
94: for (j = 0; j < NDEV; j++)
95: {
96: if (Param.damprob[j] != 0)
97: {
98: Param.damprob[j] += 1;
99: i--;
100: if (i <= 0)
101: break;
102: }
103: }
104: /* pick a starbase to restart at */
105: i = ranf(Now.bases);
106: Ship.quadx = Now.base[i].x;
107: Ship.quady = Now.base[i].y;
108: /* setup that quadrant */
109: while (1)
110: {
111: initquad(1);
112: Sect[Ship.sectx][Ship.secty] = EMPTY;
113: for (i = 0; i < 5; i++)
114: {
115: Ship.sectx = Etc.starbase.x + ranf(3) - 1;
116: if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
117: continue;
118: Ship.secty = Etc.starbase.y + ranf(3) - 1;
119: if (Ship.secty < 0 || Ship.secty >= NSECTS)
120: continue;
121: if (Sect[Ship.sectx][Ship.secty] == EMPTY)
122: {
123: Sect[Ship.sectx][Ship.secty] = QUEENE;
124: dock();
125: compkldist(0);
126: return;
127: }
128: }
129: }
130: }
Defined functions
Defined variables
sccsid
defined in line
8;
never used