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554eb505f8
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
158 lines
4.9 KiB
C
158 lines
4.9 KiB
C
/*
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* Copyright (c) 1980, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)abandon.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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# include "trek.h"
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/*
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** Abandon Ship
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**
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** The ship is abandoned. If your current ship is the Faire
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** Queene, or if your shuttlecraft is dead, you're out of
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** luck. You need the shuttlecraft in order for the captain
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** (that's you!!) to escape.
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**
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** Your crew can beam to an inhabited starsystem in the
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** quadrant, if there is one and if the transporter is working.
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** If there is no inhabited starsystem, or if the transporter
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** is out, they are left to die in outer space.
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**
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** These currently just count as regular deaths, but they
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** should count very heavily against you.
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**
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** If there are no starbases left, you are captured by the
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** Klingons, who torture you mercilessly. However, if there
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** is at least one starbase, you are returned to the
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** Federation in a prisoner of war exchange. Of course, this
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** can't happen unless you have taken some prisoners.
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**
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** Uses trace flag 40
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*/
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abandon()
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{
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register struct quad *q;
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register int i;
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int j;
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register struct event *e;
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if (Ship.ship == QUEENE)
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return (printf("You may not abandon ye Faire Queene\n"));
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if (Ship.cond != DOCKED)
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{
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if (damaged(SHUTTLE))
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return (out(SHUTTLE));
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printf("Officers escape in shuttlecraft\n");
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/* decide on fate of crew */
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q = &Quad[Ship.quadx][Ship.quady];
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if (q->qsystemname == 0 || damaged(XPORTER))
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{
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printf("Entire crew of %d left to die in outer space\n",
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Ship.crew);
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Game.deaths += Ship.crew;
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}
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else
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{
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printf("Crew beams down to planet %s\n", systemname(q));
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}
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}
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/* see if you can be exchanged */
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if (Now.bases == 0 || Game.captives < 20 * Game.skill)
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lose(L_CAPTURED);
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/* re-outfit new ship */
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printf("You are hereby put in charge of an antiquated but still\n");
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printf(" functional ship, the Fairie Queene.\n");
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Ship.ship = QUEENE;
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Ship.shipname = "Fairie Queene";
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Param.energy = Ship.energy = 3000;
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Param.torped = Ship.torped = 6;
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Param.shield = Ship.shield = 1250;
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Ship.shldup = 0;
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Ship.cloaked = 0;
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Ship.warp = 5.0;
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Ship.warp2 = 25.0;
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Ship.warp3 = 125.0;
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Ship.cond = GREEN;
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/* clear out damages on old ship */
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for (i = 0; i < MAXEVENTS; i++)
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{
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e = &Event[i];
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if (e->evcode != E_FIXDV)
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continue;
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unschedule(e);
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}
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/* get rid of some devices and redistribute probabilities */
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i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
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Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
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while (i > 0)
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for (j = 0; j < NDEV; j++)
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{
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if (Param.damprob[j] != 0)
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{
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Param.damprob[j] += 1;
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i--;
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if (i <= 0)
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break;
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}
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}
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/* pick a starbase to restart at */
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i = ranf(Now.bases);
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Ship.quadx = Now.base[i].x;
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Ship.quady = Now.base[i].y;
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/* setup that quadrant */
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while (1)
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{
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initquad(1);
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Sect[Ship.sectx][Ship.secty] = EMPTY;
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for (i = 0; i < 5; i++)
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{
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Ship.sectx = Etc.starbase.x + ranf(3) - 1;
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if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
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continue;
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Ship.secty = Etc.starbase.y + ranf(3) - 1;
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if (Ship.secty < 0 || Ship.secty >= NSECTS)
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continue;
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if (Sect[Ship.sectx][Ship.secty] == EMPTY)
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{
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Sect[Ship.sectx][Ship.secty] = QUEENE;
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dock();
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compkldist(0);
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return;
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}
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}
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}
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}
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