Annotation of 42BSD/games/trek/abandon.c, revision 1.1.1.1

1.1       root        1: #ifndef lint
                      2: static char sccsid[] = "@(#)abandon.c  4.3     (Berkeley)      5/27/83";
                      3: #endif not lint
                      4: 
                      5: # include      "trek.h"
                      6: 
                      7: /*
                      8: **  Abandon Ship
                      9: **
                     10: **     The ship is abandoned.  If your current ship is the Faire
                     11: **     Queene, or if your shuttlecraft is dead, you're out of
                     12: **     luck.  You need the shuttlecraft in order for the captain
                     13: **     (that's you!!) to escape.
                     14: **
                     15: **     Your crew can beam to an inhabited starsystem in the
                     16: **     quadrant, if there is one and if the transporter is working.
                     17: **     If there is no inhabited starsystem, or if the transporter
                     18: **     is out, they are left to die in outer space.
                     19: **
                     20: **     These currently just count as regular deaths, but they
                     21: **     should count very heavily against you.
                     22: **
                     23: **     If there are no starbases left, you are captured by the
                     24: **     Klingons, who torture you mercilessly.  However, if there
                     25: **     is at least one starbase, you are returned to the
                     26: **     Federation in a prisoner of war exchange.  Of course, this
                     27: **     can't happen unless you have taken some prisoners.
                     28: **
                     29: **     Uses trace flag 40
                     30: */
                     31: 
                     32: abandon()
                     33: {
                     34:        register struct quad    *q;
                     35:        register int            i;
                     36:        int                     j;
                     37:        register struct event   *e;
                     38: 
                     39:        if (Ship.ship == QUEENE)
                     40:                return (printf("You may not abandon ye Faire Queene\n"));
                     41:        if (Ship.cond != DOCKED)
                     42:        {
                     43:                if (damaged(SHUTTLE))
                     44:                        return (out(SHUTTLE));
                     45:                printf("Officers escape in shuttlecraft\n");
                     46:                /* decide on fate of crew */
                     47:                q = &Quad[Ship.quadx][Ship.quady];
                     48:                if (q->qsystemname == 0 || damaged(XPORTER))
                     49:                {
                     50:                        printf("Entire crew of %d left to die in outer space\n",
                     51:                                Ship.crew);
                     52:                        Game.deaths += Ship.crew;
                     53:                }
                     54:                else
                     55:                {
                     56:                        printf("Crew beams down to planet %s\n", systemname(q));
                     57:                }
                     58:        }
                     59:        /* see if you can be exchanged */
                     60:        if (Now.bases == 0 || Game.captives < 20 * Game.skill)
                     61:                lose(L_CAPTURED);
                     62:        /* re-outfit new ship */
                     63:        printf("You are hereby put in charge of an antiquated but still\n");
                     64:        printf("  functional ship, the Fairie Queene.\n");
                     65:        Ship.ship = QUEENE;
                     66:        Ship.shipname = "Fairie Queene";
                     67:        Param.energy = Ship.energy = 3000;
                     68:        Param.torped = Ship.torped = 6;
                     69:        Param.shield = Ship.shield = 1250;
                     70:        Ship.shldup = 0;
                     71:        Ship.cloaked = 0;
                     72:        Ship.warp = 5.0;
                     73:        Ship.warp2 = 25.0;
                     74:        Ship.warp3 = 125.0;
                     75:        Ship.cond = GREEN;
                     76:        /* clear out damages on old ship */
                     77:        for (i = 0; i < MAXEVENTS; i++)
                     78:        {
                     79:                e = &Event[i];
                     80:                if (e->evcode != E_FIXDV)
                     81:                        continue;
                     82:                unschedule(e);
                     83:        }
                     84:        /* get rid of some devices and redistribute probabilities */
                     85:        i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
                     86:        Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
                     87:        while (i > 0)
                     88:                for (j = 0; j < NDEV; j++)
                     89:                {
                     90:                        if (Param.damprob[j] != 0)
                     91:                        {
                     92:                                Param.damprob[j] += 1;
                     93:                                i--;
                     94:                                if (i <= 0)
                     95:                                        break;
                     96:                        }
                     97:                }
                     98:        /* pick a starbase to restart at */
                     99:        i = ranf(Now.bases);
                    100:        Ship.quadx = Now.base[i].x;
                    101:        Ship.quady = Now.base[i].y;
                    102:        /* setup that quadrant */
                    103:        while (1)
                    104:        {
                    105:                initquad(1);
                    106:                Sect[Ship.sectx][Ship.secty] = EMPTY;
                    107:                for (i = 0; i < 5; i++)
                    108:                {
                    109:                        Ship.sectx = Etc.starbase.x + ranf(3) - 1;
                    110:                        if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
                    111:                                continue;
                    112:                        Ship.secty = Etc.starbase.y + ranf(3) - 1;
                    113:                        if (Ship.secty < 0 || Ship.secty >= NSECTS)
                    114:                                continue;
                    115:                        if (Sect[Ship.sectx][Ship.secty] == EMPTY)
                    116:                        {
                    117:                                Sect[Ship.sectx][Ship.secty] = QUEENE;
                    118:                                dock();
                    119:                                compkldist(0);
                    120:                                return;
                    121:                        }
                    122:                }
                    123:        }
                    124: }

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.