2 * Copyright (c) 1980, 1993
3 * The Regents of the University of California. All rights reserved.
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6 * modification, are permitted provided that the following conditions
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14 * must display the following acknowledgement:
15 * This product includes software developed by the University of
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33 * @(#)abandon.c 8.1 (Berkeley) 5/31/93
34 * $FreeBSD: src/games/trek/abandon.c,v 1.4 1999/11/30 03:49:43 billf Exp $
35 * $DragonFly: src/games/trek/abandon.c,v 1.3 2006/09/07 21:19:44 pavalos Exp $
43 ** The ship is abandoned. If your current ship is the Faire
44 ** Queene, or if your shuttlecraft is dead, you're out of
45 ** luck. You need the shuttlecraft in order for the captain
46 ** (that's you!!) to escape.
48 ** Your crew can beam to an inhabited starsystem in the
49 ** quadrant, if there is one and if the transporter is working.
50 ** If there is no inhabited starsystem, or if the transporter
51 ** is out, they are left to die in outer space.
53 ** These currently just count as regular deaths, but they
54 ** should count very heavily against you.
56 ** If there are no starbases left, you are captured by the
57 ** Klingons, who torture you mercilessly. However, if there
58 ** is at least one starbase, you are returned to the
59 ** Federation in a prisoner of war exchange. Of course, this
60 ** can't happen unless you have taken some prisoners.
66 abandon(__unused
int unused
)
73 if (Ship
.ship
== QUEENE
) {
74 printf("You may not abandon ye Faire Queene\n");
77 if (Ship
.cond
!= DOCKED
)
79 if (damaged(SHUTTLE
)) {
83 printf("Officers escape in shuttlecraft\n");
84 /* decide on fate of crew */
85 q
= &Quad
[Ship
.quadx
][Ship
.quady
];
86 if (q
->qsystemname
== 0 || damaged(XPORTER
))
88 printf("Entire crew of %d left to die in outer space\n",
90 Game
.deaths
+= Ship
.crew
;
94 printf("Crew beams down to planet %s\n", systemname(q
));
97 /* see if you can be exchanged */
98 if (Now
.bases
== 0 || Game
.captives
< 20 * Game
.skill
)
100 /* re-outfit new ship */
101 printf("You are hereby put in charge of an antiquated but still\n");
102 printf(" functional ship, the Fairie Queene.\n");
104 Ship
.shipname
= "Fairie Queene";
105 Param
.energy
= Ship
.energy
= 3000;
106 Param
.torped
= Ship
.torped
= 6;
107 Param
.shield
= Ship
.shield
= 1250;
114 /* clear out damages on old ship */
115 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
++)
128 if (Param
.damprob
[j
] != 0)
130 Param
.damprob
[j
] += 1;
136 /* pick a starbase to restart at */
138 Ship
.quadx
= Now
.base
[i
].x
;
139 Ship
.quady
= Now
.base
[i
].y
;
140 /* setup that quadrant */
144 Sect
[Ship
.sectx
][Ship
.secty
] = EMPTY
;
145 for (i
= 0; i
< 5; i
++)
147 Ship
.sectx
= Etc
.starbase
.x
+ ranf(3) - 1;
148 if (Ship
.sectx
< 0 || Ship
.sectx
>= NSECTS
)
150 Ship
.secty
= Etc
.starbase
.y
+ ranf(3) - 1;
151 if (Ship
.secty
< 0 || Ship
.secty
>= NSECTS
)
153 if (Sect
[Ship
.sectx
][Ship
.secty
] == EMPTY
)
155 Sect
[Ship
.sectx
][Ship
.secty
] = QUEENE
;