2 * Copyright (c) 1980, 1993
3 * The Regents of the University of California. All rights reserved.
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15 * This product includes software developed by the University of
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36 static char sccsid[] = "@(#)abandon.c 8.1 (Berkeley) 5/31/93";
38 static const char rcsid[] =
39 "$FreeBSD: src/games/trek/abandon.c,v 1.4 1999/11/30 03:49:43 billf 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.
76 if (Ship.ship == QUEENE)
77 return (printf("You may not abandon ye Faire Queene\n"));
78 if (Ship.cond != DOCKED)
81 return (out(SHUTTLE));
82 printf("Officers escape in shuttlecraft\n");
83 /* decide on fate of crew */
84 q = &Quad[Ship.quadx][Ship.quady];
85 if (q->qsystemname == 0 || damaged(XPORTER))
87 printf("Entire crew of %d left to die in outer space\n",
89 Game.deaths += Ship.crew;
93 printf("Crew beams down to planet %s\n", systemname(q));
96 /* see if you can be exchanged */
97 if (Now.bases == 0 || Game.captives < 20 * Game.skill)
99 /* re-outfit new ship */
100 printf("You are hereby put in charge of an antiquated but still\n");
101 printf(" functional ship, the Fairie Queene.\n");
103 Ship.shipname = "Fairie Queene";
104 Param.energy = Ship.energy = 3000;
105 Param.torped = Ship.torped = 6;
106 Param.shield = Ship.shield = 1250;
113 /* clear out damages on old ship */
114 for (i = 0; i < MAXEVENTS; i++)
117 if (e->evcode != E_FIXDV)
121 /* get rid of some devices and redistribute probabilities */
122 i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
123 Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
125 for (j = 0; j < NDEV; j++)
127 if (Param.damprob[j] != 0)
129 Param.damprob[j] += 1;
135 /* pick a starbase to restart at */
137 Ship.quadx = Now.base[i].x;
138 Ship.quady = Now.base[i].y;
139 /* setup that quadrant */
143 Sect[Ship.sectx][Ship.secty] = EMPTY;
144 for (i = 0; i < 5; i++)
146 Ship.sectx = Etc.starbase.x + ranf(3) - 1;
147 if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
149 Ship.secty = Etc.starbase.y + ranf(3) - 1;
150 if (Ship.secty < 0 || Ship.secty >= NSECTS)
152 if (Sect[Ship.sectx][Ship.secty] == EMPTY)
154 Sect[Ship.sectx][Ship.secty] = QUEENE;