Annotation of 43BSD/games/trek/abandon.c, revision 1.1.1.1

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: }

unix.superglobalmegacorp.com

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