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1.1 root 1: /*
2: * Copyright (c) 1980 Regents of the University of California.
3: * All rights reserved.
4: *
5: * Redistribution and use in source and binary forms are permitted provided
6: * that: (1) source distributions retain this entire copyright notice and
7: * comment, and (2) distributions including binaries display the following
8: * acknowledgement: ``This product includes software developed by the
9: * University of California, Berkeley and its contributors'' in the
10: * documentation or other materials provided with the distribution and in
11: * all advertising materials mentioning features or use of this software.
12: * Neither the name of the University nor the names of its contributors may
13: * be used to endorse or promote products derived from this software without
14: * specific prior written permission.
15: * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED
16: * WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
17: * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
18: */
19:
20: #ifndef lint
21: static char sccsid[] = "@(#)checkcond.c 5.4 (Berkeley) 6/1/90";
22: #endif /* not lint */
23:
24: # include "trek.h"
25:
26: /*
27: ** Check for Condition After a Move
28: **
29: ** Various ship conditions are checked. First we check
30: ** to see if we have already lost the game, due to running
31: ** out of life support reserves, running out of energy,
32: ** or running out of crew members. The check for running
33: ** out of time is in events().
34: **
35: ** If we are in automatic override mode (Etc.nkling < 0), we
36: ** don't want to do anything else, lest we call autover
37: ** recursively.
38: **
39: ** In the normal case, if there is a supernova, we call
40: ** autover() to help us escape. If after calling autover()
41: ** we are still in the grips of a supernova, we get burnt
42: ** up.
43: **
44: ** If there are no Klingons in this quadrant, we nullify any
45: ** distress calls which might exist.
46: **
47: ** We then set the condition code, based on the energy level
48: ** and battle conditions.
49: */
50:
51: checkcond()
52: {
53: register int i, j;
54:
55: /* see if we are still alive and well */
56: if (Ship.reserves < 0.0)
57: lose(L_NOLIFE);
58: if (Ship.energy <= 0)
59: lose(L_NOENGY);
60: if (Ship.crew <= 0)
61: lose(L_NOCREW);
62: /* if in auto override mode, ignore the rest */
63: if (Etc.nkling < 0)
64: return;
65: /* call in automatic override if appropriate */
66: if (Quad[Ship.quadx][Ship.quady].stars < 0)
67: autover();
68: if (Quad[Ship.quadx][Ship.quady].stars < 0)
69: lose(L_SNOVA);
70: /* nullify distress call if appropriate */
71: if (Etc.nkling <= 0)
72: killd(Ship.quadx, Ship.quady, 1);
73:
74: /* set condition code */
75: if (Ship.cond == DOCKED)
76: return;
77:
78: if (Etc.nkling > 0)
79: {
80: Ship.cond = RED;
81: return;
82: }
83: if (Ship.energy < Param.energylow)
84: {
85: Ship.cond = YELLOW;
86: return;
87: }
88: Ship.cond = GREEN;
89: return;
90: }
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