1 /* $NetBSD: abandon.c,v 1.8 2009/05/24 19:18:44 dholland Exp $ */
4 * Copyright (c) 1980, 1993
5 * The Regents of the University of California. All rights reserved.
7 * Redistribution and use in source and binary forms, with or without
8 * modification, are permitted provided that the following conditions
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.
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
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24 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
25 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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32 #include <sys/cdefs.h>
35 static char sccsid
[] = "@(#)abandon.c 8.1 (Berkeley) 5/31/93";
37 __RCSID("$NetBSD: abandon.c,v 1.8 2009/05/24 19:18:44 dholland Exp $");
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.
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.
57 ** These currently just count as regular deaths, but they
58 ** should count very heavily against you.
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.
71 abandon(int v __unused
)
78 if (Ship
.ship
== QUEENE
) {
79 printf("You may not abandon ye Faire Queene\n");
82 if (Ship
.cond
!= DOCKED
) {
83 if (damaged(SHUTTLE
)) {
87 printf("Officers escape in shuttlecraft\n");
88 /* decide on fate of crew */
89 q
= &Quad
[Ship
.quadx
][Ship
.quady
];
90 if (q
->qsystemname
== 0 || damaged(XPORTER
)) {
91 printf("Entire crew of %d left to die in outer space\n",
93 Game
.deaths
+= Ship
.crew
;
95 printf("Crew beams down to planet %s\n", systemname(q
));
98 /* see if you can be exchanged */
99 if (Now
.bases
== 0 || Game
.captives
< 20 * Game
.skill
)
101 /* re-outfit new ship */
102 printf("You are hereby put in charge of an antiquated but still\n");
103 printf(" functional ship, the Fairie Queene.\n");
105 Ship
.shipname
= "Fairie Queene";
106 Param
.energy
= Ship
.energy
= 3000;
107 Param
.torped
= Ship
.torped
= 6;
108 Param
.shield
= Ship
.shield
= 1250;
115 /* clear out damages on old ship */
116 for (i
= 0; i
< MAXEVENTS
; i
++) {
118 if (e
->evcode
!= E_FIXDV
)
122 /* get rid of some devices and redistribute probabilities */
123 i
= Param
.damprob
[SHUTTLE
] + Param
.damprob
[CLOAK
];
124 Param
.damprob
[SHUTTLE
] = Param
.damprob
[CLOAK
] = 0;
126 for (j
= 0; j
< NDEV
; j
++) {
127 if (Param
.damprob
[j
] != 0) {
128 Param
.damprob
[j
] += 1;
134 /* pick a starbase to restart at */
136 Ship
.quadx
= Now
.base
[i
].x
;
137 Ship
.quady
= Now
.base
[i
].y
;
138 /* setup that quadrant */
141 Sect
[Ship
.sectx
][Ship
.secty
] = EMPTY
;
142 for (i
= 0; i
< 5; i
++) {
143 Ship
.sectx
= Etc
.starbase
.x
+ ranf(3) - 1;
144 if (Ship
.sectx
< 0 || Ship
.sectx
>= NSECTS
)
146 Ship
.secty
= Etc
.starbase
.y
+ ranf(3) - 1;
147 if (Ship
.secty
< 0 || Ship
.secty
>= NSECTS
)
149 if (Sect
[Ship
.sectx
][Ship
.secty
] == EMPTY
) {
150 Sect
[Ship
.sectx
][Ship
.secty
] = QUEENE
;