Annotation of 43BSD/games/trek/abandon.c, revision 1.1

1.1     ! root        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: }

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