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abandon.c revision 1.6
      1 /*	$NetBSD: abandon.c,v 1.6 2003/08/07 09:37:49 agc Exp $	*/
      2 
      3 /*
      4  * Copyright (c) 1980, 1993
      5  *	The Regents of the University of California.  All rights reserved.
      6  *
      7  * Redistribution and use in source and binary forms, with or without
      8  * modification, are permitted provided that the following conditions
      9  * are met:
     10  * 1. Redistributions of source code must retain the above copyright
     11  *    notice, this list of conditions and the following disclaimer.
     12  * 2. Redistributions in binary form must reproduce the above copyright
     13  *    notice, this list of conditions and the following disclaimer in the
     14  *    documentation and/or other materials provided with the distribution.
     15  * 3. Neither the name of the University nor the names of its contributors
     16  *    may be used to endorse or promote products derived from this software
     17  *    without specific prior written permission.
     18  *
     19  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     20  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     21  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     22  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     23  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     24  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     25  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     26  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     27  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     28  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     29  * SUCH DAMAGE.
     30  */
     31 
     32 #include <sys/cdefs.h>
     33 #ifndef lint
     34 #if 0
     35 static char sccsid[] = "@(#)abandon.c	8.1 (Berkeley) 5/31/93";
     36 #else
     37 __RCSID("$NetBSD: abandon.c,v 1.6 2003/08/07 09:37:49 agc Exp $");
     38 #endif
     39 #endif /* not lint */
     40 
     41 #include <stdio.h>
     42 #include "trek.h"
     43 
     44 /*
     45 **  Abandon Ship
     46 **
     47 **	The ship is abandoned.  If your current ship is the Faire
     48 **	Queene, or if your shuttlecraft is dead, you're out of
     49 **	luck.  You need the shuttlecraft in order for the captain
     50 **	(that's you!!) to escape.
     51 **
     52 **	Your crew can beam to an inhabited starsystem in the
     53 **	quadrant, if there is one and if the transporter is working.
     54 **	If there is no inhabited starsystem, or if the transporter
     55 **	is out, they are left to die in outer space.
     56 **
     57 **	These currently just count as regular deaths, but they
     58 **	should count very heavily against you.
     59 **
     60 **	If there are no starbases left, you are captured by the
     61 **	Klingons, who torture you mercilessly.  However, if there
     62 **	is at least one starbase, you are returned to the
     63 **	Federation in a prisoner of war exchange.  Of course, this
     64 **	can't happen unless you have taken some prisoners.
     65 **
     66 **	Uses trace flag 40
     67 */
     68 
     69 /*ARGSUSED*/
     70 void
     71 abandon(v)
     72 	int v __attribute__((__unused__));
     73 {
     74 	struct quad	*q;
     75 	int		i;
     76 	int		j;
     77 	struct event	*e;
     78 
     79 	if (Ship.ship == QUEENE) {
     80 		printf("You may not abandon ye Faire Queene\n");
     81 		return;
     82 	}
     83 	if (Ship.cond != DOCKED)
     84 	{
     85 		if (damaged(SHUTTLE)) {
     86 			out(SHUTTLE);
     87 			return;
     88 		}
     89 		printf("Officers escape in shuttlecraft\n");
     90 		/* decide on fate of crew */
     91 		q = &Quad[Ship.quadx][Ship.quady];
     92 		if (q->qsystemname == 0 || damaged(XPORTER))
     93 		{
     94 			printf("Entire crew of %d left to die in outer space\n",
     95 				Ship.crew);
     96 			Game.deaths += Ship.crew;
     97 		}
     98 		else
     99 		{
    100 			printf("Crew beams down to planet %s\n", systemname(q));
    101 		}
    102 	}
    103 	/* see if you can be exchanged */
    104 	if (Now.bases == 0 || Game.captives < 20 * Game.skill)
    105 		lose(L_CAPTURED);
    106 	/* re-outfit new ship */
    107 	printf("You are hereby put in charge of an antiquated but still\n");
    108 	printf("  functional ship, the Fairie Queene.\n");
    109 	Ship.ship = QUEENE;
    110 	Ship.shipname = "Fairie Queene";
    111 	Param.energy = Ship.energy = 3000;
    112 	Param.torped = Ship.torped = 6;
    113 	Param.shield = Ship.shield = 1250;
    114 	Ship.shldup = 0;
    115 	Ship.cloaked = 0;
    116 	Ship.warp = 5.0;
    117 	Ship.warp2 = 25.0;
    118 	Ship.warp3 = 125.0;
    119 	Ship.cond = GREEN;
    120 	/* clear out damages on old ship */
    121 	for (i = 0; i < MAXEVENTS; i++)
    122 	{
    123 		e = &Event[i];
    124 		if (e->evcode != E_FIXDV)
    125 			continue;
    126 		unschedule(e);
    127 	}
    128 	/* get rid of some devices and redistribute probabilities */
    129 	i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
    130 	Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
    131 	while (i > 0)
    132 		for (j = 0; j < NDEV; j++)
    133 		{
    134 			if (Param.damprob[j] != 0)
    135 			{
    136 				Param.damprob[j] += 1;
    137 				i--;
    138 				if (i <= 0)
    139 					break;
    140 			}
    141 		}
    142 	/* pick a starbase to restart at */
    143 	i = ranf(Now.bases);
    144 	Ship.quadx = Now.base[i].x;
    145 	Ship.quady = Now.base[i].y;
    146 	/* setup that quadrant */
    147 	while (1)
    148 	{
    149 		initquad(1);
    150 		Sect[Ship.sectx][Ship.secty] = EMPTY;
    151 		for (i = 0; i < 5; i++)
    152 		{
    153 			Ship.sectx = Etc.starbase.x + ranf(3) - 1;
    154 			if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
    155 				continue;
    156 			Ship.secty = Etc.starbase.y + ranf(3) - 1;
    157 			if (Ship.secty < 0 || Ship.secty >= NSECTS)
    158 				continue;
    159 			if (Sect[Ship.sectx][Ship.secty] == EMPTY)
    160 			{
    161 				Sect[Ship.sectx][Ship.secty] = QUEENE;
    162 				dock(0);
    163 				compkldist(0);
    164 				return;
    165 			}
    166 		}
    167 	}
    168 }
    169