freebsd-nq/games/trek/abandon.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

158 lines
4.9 KiB
C

/*
* Copyright (c) 1980, 1993
* The Regents of the University of California. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#ifndef lint
static char sccsid[] = "@(#)abandon.c 8.1 (Berkeley) 5/31/93";
#endif /* not lint */
# include "trek.h"
/*
** Abandon Ship
**
** The ship is abandoned. If your current ship is the Faire
** Queene, or if your shuttlecraft is dead, you're out of
** luck. You need the shuttlecraft in order for the captain
** (that's you!!) to escape.
**
** Your crew can beam to an inhabited starsystem in the
** quadrant, if there is one and if the transporter is working.
** If there is no inhabited starsystem, or if the transporter
** is out, they are left to die in outer space.
**
** These currently just count as regular deaths, but they
** should count very heavily against you.
**
** If there are no starbases left, you are captured by the
** Klingons, who torture you mercilessly. However, if there
** is at least one starbase, you are returned to the
** Federation in a prisoner of war exchange. Of course, this
** can't happen unless you have taken some prisoners.
**
** Uses trace flag 40
*/
abandon()
{
register struct quad *q;
register int i;
int j;
register struct event *e;
if (Ship.ship == QUEENE)
return (printf("You may not abandon ye Faire Queene\n"));
if (Ship.cond != DOCKED)
{
if (damaged(SHUTTLE))
return (out(SHUTTLE));
printf("Officers escape in shuttlecraft\n");
/* decide on fate of crew */
q = &Quad[Ship.quadx][Ship.quady];
if (q->qsystemname == 0 || damaged(XPORTER))
{
printf("Entire crew of %d left to die in outer space\n",
Ship.crew);
Game.deaths += Ship.crew;
}
else
{
printf("Crew beams down to planet %s\n", systemname(q));
}
}
/* see if you can be exchanged */
if (Now.bases == 0 || Game.captives < 20 * Game.skill)
lose(L_CAPTURED);
/* re-outfit new ship */
printf("You are hereby put in charge of an antiquated but still\n");
printf(" functional ship, the Fairie Queene.\n");
Ship.ship = QUEENE;
Ship.shipname = "Fairie Queene";
Param.energy = Ship.energy = 3000;
Param.torped = Ship.torped = 6;
Param.shield = Ship.shield = 1250;
Ship.shldup = 0;
Ship.cloaked = 0;
Ship.warp = 5.0;
Ship.warp2 = 25.0;
Ship.warp3 = 125.0;
Ship.cond = GREEN;
/* clear out damages on old ship */
for (i = 0; i < MAXEVENTS; i++)
{
e = &Event[i];
if (e->evcode != E_FIXDV)
continue;
unschedule(e);
}
/* get rid of some devices and redistribute probabilities */
i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
while (i > 0)
for (j = 0; j < NDEV; j++)
{
if (Param.damprob[j] != 0)
{
Param.damprob[j] += 1;
i--;
if (i <= 0)
break;
}
}
/* pick a starbase to restart at */
i = ranf(Now.bases);
Ship.quadx = Now.base[i].x;
Ship.quady = Now.base[i].y;
/* setup that quadrant */
while (1)
{
initquad(1);
Sect[Ship.sectx][Ship.secty] = EMPTY;
for (i = 0; i < 5; i++)
{
Ship.sectx = Etc.starbase.x + ranf(3) - 1;
if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
continue;
Ship.secty = Etc.starbase.y + ranf(3) - 1;
if (Ship.secty < 0 || Ship.secty >= NSECTS)
continue;
if (Sect[Ship.sectx][Ship.secty] == EMPTY)
{
Sect[Ship.sectx][Ship.secty] = QUEENE;
dock();
compkldist(0);
return;
}
}
}
}