xref: /original-bsd/games/trek/abandon.c (revision 540a81df)
1 /*
2  * Copyright (c) 1980 Regents of the University of California.
3  * All rights reserved.
4  *
5  * %sccs.include.redist.c%
6  */
7 
8 #ifndef lint
9 static char sccsid[] = "@(#)abandon.c	5.4 (Berkeley) 06/01/90";
10 #endif /* not lint */
11 
12 # include	"trek.h"
13 
14 /*
15 **  Abandon Ship
16 **
17 **	The ship is abandoned.  If your current ship is the Faire
18 **	Queene, or if your shuttlecraft is dead, you're out of
19 **	luck.  You need the shuttlecraft in order for the captain
20 **	(that's you!!) to escape.
21 **
22 **	Your crew can beam to an inhabited starsystem in the
23 **	quadrant, if there is one and if the transporter is working.
24 **	If there is no inhabited starsystem, or if the transporter
25 **	is out, they are left to die in outer space.
26 **
27 **	These currently just count as regular deaths, but they
28 **	should count very heavily against you.
29 **
30 **	If there are no starbases left, you are captured by the
31 **	Klingons, who torture you mercilessly.  However, if there
32 **	is at least one starbase, you are returned to the
33 **	Federation in a prisoner of war exchange.  Of course, this
34 **	can't happen unless you have taken some prisoners.
35 **
36 **	Uses trace flag 40
37 */
38 
39 abandon()
40 {
41 	register struct quad	*q;
42 	register int		i;
43 	int			j;
44 	register struct event	*e;
45 
46 	if (Ship.ship == QUEENE)
47 		return (printf("You may not abandon ye Faire Queene\n"));
48 	if (Ship.cond != DOCKED)
49 	{
50 		if (damaged(SHUTTLE))
51 			return (out(SHUTTLE));
52 		printf("Officers escape in shuttlecraft\n");
53 		/* decide on fate of crew */
54 		q = &Quad[Ship.quadx][Ship.quady];
55 		if (q->qsystemname == 0 || damaged(XPORTER))
56 		{
57 			printf("Entire crew of %d left to die in outer space\n",
58 				Ship.crew);
59 			Game.deaths += Ship.crew;
60 		}
61 		else
62 		{
63 			printf("Crew beams down to planet %s\n", systemname(q));
64 		}
65 	}
66 	/* see if you can be exchanged */
67 	if (Now.bases == 0 || Game.captives < 20 * Game.skill)
68 		lose(L_CAPTURED);
69 	/* re-outfit new ship */
70 	printf("You are hereby put in charge of an antiquated but still\n");
71 	printf("  functional ship, the Fairie Queene.\n");
72 	Ship.ship = QUEENE;
73 	Ship.shipname = "Fairie Queene";
74 	Param.energy = Ship.energy = 3000;
75 	Param.torped = Ship.torped = 6;
76 	Param.shield = Ship.shield = 1250;
77 	Ship.shldup = 0;
78 	Ship.cloaked = 0;
79 	Ship.warp = 5.0;
80 	Ship.warp2 = 25.0;
81 	Ship.warp3 = 125.0;
82 	Ship.cond = GREEN;
83 	/* clear out damages on old ship */
84 	for (i = 0; i < MAXEVENTS; i++)
85 	{
86 		e = &Event[i];
87 		if (e->evcode != E_FIXDV)
88 			continue;
89 		unschedule(e);
90 	}
91 	/* get rid of some devices and redistribute probabilities */
92 	i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
93 	Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
94 	while (i > 0)
95 		for (j = 0; j < NDEV; j++)
96 		{
97 			if (Param.damprob[j] != 0)
98 			{
99 				Param.damprob[j] += 1;
100 				i--;
101 				if (i <= 0)
102 					break;
103 			}
104 		}
105 	/* pick a starbase to restart at */
106 	i = ranf(Now.bases);
107 	Ship.quadx = Now.base[i].x;
108 	Ship.quady = Now.base[i].y;
109 	/* setup that quadrant */
110 	while (1)
111 	{
112 		initquad(1);
113 		Sect[Ship.sectx][Ship.secty] = EMPTY;
114 		for (i = 0; i < 5; i++)
115 		{
116 			Ship.sectx = Etc.starbase.x + ranf(3) - 1;
117 			if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
118 				continue;
119 			Ship.secty = Etc.starbase.y + ranf(3) - 1;
120 			if (Ship.secty < 0 || Ship.secty >= NSECTS)
121 				continue;
122 			if (Sect[Ship.sectx][Ship.secty] == EMPTY)
123 			{
124 				Sect[Ship.sectx][Ship.secty] = QUEENE;
125 				dock();
126 				compkldist(0);
127 				return;
128 			}
129 		}
130 	}
131 }
132