xref: /original-bsd/games/trek/abandon.c (revision 014fe330)
1 #ifndef lint
2 static char sccsid[] = "@(#)abandon.c	4.3	(Berkeley)	05/27/83";
3 #endif not lint
4 
5 # include	"trek.h"
6 
7 /*
8 **  Abandon Ship
9 **
10 **	The ship is abandoned.  If your current ship is the Faire
11 **	Queene, or if your shuttlecraft is dead, you're out of
12 **	luck.  You need the shuttlecraft in order for the captain
13 **	(that's you!!) to escape.
14 **
15 **	Your crew can beam to an inhabited starsystem in the
16 **	quadrant, if there is one and if the transporter is working.
17 **	If there is no inhabited starsystem, or if the transporter
18 **	is out, they are left to die in outer space.
19 **
20 **	These currently just count as regular deaths, but they
21 **	should count very heavily against you.
22 **
23 **	If there are no starbases left, you are captured by the
24 **	Klingons, who torture you mercilessly.  However, if there
25 **	is at least one starbase, you are returned to the
26 **	Federation in a prisoner of war exchange.  Of course, this
27 **	can't happen unless you have taken some prisoners.
28 **
29 **	Uses trace flag 40
30 */
31 
32 abandon()
33 {
34 	register struct quad	*q;
35 	register int		i;
36 	int			j;
37 	register struct event	*e;
38 
39 	if (Ship.ship == QUEENE)
40 		return (printf("You may not abandon ye Faire Queene\n"));
41 	if (Ship.cond != DOCKED)
42 	{
43 		if (damaged(SHUTTLE))
44 			return (out(SHUTTLE));
45 		printf("Officers escape in shuttlecraft\n");
46 		/* decide on fate of crew */
47 		q = &Quad[Ship.quadx][Ship.quady];
48 		if (q->qsystemname == 0 || damaged(XPORTER))
49 		{
50 			printf("Entire crew of %d left to die in outer space\n",
51 				Ship.crew);
52 			Game.deaths += Ship.crew;
53 		}
54 		else
55 		{
56 			printf("Crew beams down to planet %s\n", systemname(q));
57 		}
58 	}
59 	/* see if you can be exchanged */
60 	if (Now.bases == 0 || Game.captives < 20 * Game.skill)
61 		lose(L_CAPTURED);
62 	/* re-outfit new ship */
63 	printf("You are hereby put in charge of an antiquated but still\n");
64 	printf("  functional ship, the Fairie Queene.\n");
65 	Ship.ship = QUEENE;
66 	Ship.shipname = "Fairie Queene";
67 	Param.energy = Ship.energy = 3000;
68 	Param.torped = Ship.torped = 6;
69 	Param.shield = Ship.shield = 1250;
70 	Ship.shldup = 0;
71 	Ship.cloaked = 0;
72 	Ship.warp = 5.0;
73 	Ship.warp2 = 25.0;
74 	Ship.warp3 = 125.0;
75 	Ship.cond = GREEN;
76 	/* clear out damages on old ship */
77 	for (i = 0; i < MAXEVENTS; i++)
78 	{
79 		e = &Event[i];
80 		if (e->evcode != E_FIXDV)
81 			continue;
82 		unschedule(e);
83 	}
84 	/* get rid of some devices and redistribute probabilities */
85 	i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
86 	Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
87 	while (i > 0)
88 		for (j = 0; j < NDEV; j++)
89 		{
90 			if (Param.damprob[j] != 0)
91 			{
92 				Param.damprob[j] += 1;
93 				i--;
94 				if (i <= 0)
95 					break;
96 			}
97 		}
98 	/* pick a starbase to restart at */
99 	i = ranf(Now.bases);
100 	Ship.quadx = Now.base[i].x;
101 	Ship.quady = Now.base[i].y;
102 	/* setup that quadrant */
103 	while (1)
104 	{
105 		initquad(1);
106 		Sect[Ship.sectx][Ship.secty] = EMPTY;
107 		for (i = 0; i < 5; i++)
108 		{
109 			Ship.sectx = Etc.starbase.x + ranf(3) - 1;
110 			if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
111 				continue;
112 			Ship.secty = Etc.starbase.y + ranf(3) - 1;
113 			if (Ship.secty < 0 || Ship.secty >= NSECTS)
114 				continue;
115 			if (Sect[Ship.sectx][Ship.secty] == EMPTY)
116 			{
117 				Sect[Ship.sectx][Ship.secty] = QUEENE;
118 				dock();
119 				compkldist(0);
120 				return;
121 			}
122 		}
123 	}
124 }
125