Annotation of 43BSDTahoe/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.
                      4:  *
                      5:  * Redistribution and use in source and binary forms are permitted
                      6:  * provided that the above copyright notice and this paragraph are
                      7:  * duplicated in all such forms and that any documentation,
                      8:  * advertising materials, and other materials related to such
                      9:  * distribution and use acknowledge that the software was developed
                     10:  * by the University of California, Berkeley.  The name of the
                     11:  * University may not be used to endorse or promote products derived
                     12:  * from this software without specific prior written permission.
                     13:  * THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
                     14:  * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
                     15:  * WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
                     16:  */
                     17: 
                     18: #ifndef lint
                     19: static char sccsid[] = "@(#)abandon.c  5.3 (Berkeley) 6/18/88";
                     20: #endif /* not lint */
                     21: 
                     22: # include      "trek.h"
                     23: 
                     24: /*
                     25: **  Abandon Ship
                     26: **
                     27: **     The ship is abandoned.  If your current ship is the Faire
                     28: **     Queene, or if your shuttlecraft is dead, you're out of
                     29: **     luck.  You need the shuttlecraft in order for the captain
                     30: **     (that's you!!) to escape.
                     31: **
                     32: **     Your crew can beam to an inhabited starsystem in the
                     33: **     quadrant, if there is one and if the transporter is working.
                     34: **     If there is no inhabited starsystem, or if the transporter
                     35: **     is out, they are left to die in outer space.
                     36: **
                     37: **     These currently just count as regular deaths, but they
                     38: **     should count very heavily against you.
                     39: **
                     40: **     If there are no starbases left, you are captured by the
                     41: **     Klingons, who torture you mercilessly.  However, if there
                     42: **     is at least one starbase, you are returned to the
                     43: **     Federation in a prisoner of war exchange.  Of course, this
                     44: **     can't happen unless you have taken some prisoners.
                     45: **
                     46: **     Uses trace flag 40
                     47: */
                     48: 
                     49: abandon()
                     50: {
                     51:        register struct quad    *q;
                     52:        register int            i;
                     53:        int                     j;
                     54:        register struct event   *e;
                     55: 
                     56:        if (Ship.ship == QUEENE)
                     57:                return (printf("You may not abandon ye Faire Queene\n"));
                     58:        if (Ship.cond != DOCKED)
                     59:        {
                     60:                if (damaged(SHUTTLE))
                     61:                        return (out(SHUTTLE));
                     62:                printf("Officers escape in shuttlecraft\n");
                     63:                /* decide on fate of crew */
                     64:                q = &Quad[Ship.quadx][Ship.quady];
                     65:                if (q->qsystemname == 0 || damaged(XPORTER))
                     66:                {
                     67:                        printf("Entire crew of %d left to die in outer space\n",
                     68:                                Ship.crew);
                     69:                        Game.deaths += Ship.crew;
                     70:                }
                     71:                else
                     72:                {
                     73:                        printf("Crew beams down to planet %s\n", systemname(q));
                     74:                }
                     75:        }
                     76:        /* see if you can be exchanged */
                     77:        if (Now.bases == 0 || Game.captives < 20 * Game.skill)
                     78:                lose(L_CAPTURED);
                     79:        /* re-outfit new ship */
                     80:        printf("You are hereby put in charge of an antiquated but still\n");
                     81:        printf("  functional ship, the Fairie Queene.\n");
                     82:        Ship.ship = QUEENE;
                     83:        Ship.shipname = "Fairie Queene";
                     84:        Param.energy = Ship.energy = 3000;
                     85:        Param.torped = Ship.torped = 6;
                     86:        Param.shield = Ship.shield = 1250;
                     87:        Ship.shldup = 0;
                     88:        Ship.cloaked = 0;
                     89:        Ship.warp = 5.0;
                     90:        Ship.warp2 = 25.0;
                     91:        Ship.warp3 = 125.0;
                     92:        Ship.cond = GREEN;
                     93:        /* clear out damages on old ship */
                     94:        for (i = 0; i < MAXEVENTS; i++)
                     95:        {
                     96:                e = &Event[i];
                     97:                if (e->evcode != E_FIXDV)
                     98:                        continue;
                     99:                unschedule(e);
                    100:        }
                    101:        /* get rid of some devices and redistribute probabilities */
                    102:        i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
                    103:        Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
                    104:        while (i > 0)
                    105:                for (j = 0; j < NDEV; j++)
                    106:                {
                    107:                        if (Param.damprob[j] != 0)
                    108:                        {
                    109:                                Param.damprob[j] += 1;
                    110:                                i--;
                    111:                                if (i <= 0)
                    112:                                        break;
                    113:                        }
                    114:                }
                    115:        /* pick a starbase to restart at */
                    116:        i = ranf(Now.bases);
                    117:        Ship.quadx = Now.base[i].x;
                    118:        Ship.quady = Now.base[i].y;
                    119:        /* setup that quadrant */
                    120:        while (1)
                    121:        {
                    122:                initquad(1);
                    123:                Sect[Ship.sectx][Ship.secty] = EMPTY;
                    124:                for (i = 0; i < 5; i++)
                    125:                {
                    126:                        Ship.sectx = Etc.starbase.x + ranf(3) - 1;
                    127:                        if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
                    128:                                continue;
                    129:                        Ship.secty = Etc.starbase.y + ranf(3) - 1;
                    130:                        if (Ship.secty < 0 || Ship.secty >= NSECTS)
                    131:                                continue;
                    132:                        if (Sect[Ship.sectx][Ship.secty] == EMPTY)
                    133:                        {
                    134:                                Sect[Ship.sectx][Ship.secty] = QUEENE;
                    135:                                dock();
                    136:                                compkldist(0);
                    137:                                return;
                    138:                        }
                    139:                }
                    140:        }
                    141: }

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