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29 * @(#)abandon.c 8.1 (Berkeley) 5/31/93
30 * $FreeBSD: src/games/trek/abandon.c,v 1.4 1999/11/30 03:49:43 billf Exp $
31 * $DragonFly: src/games/trek/abandon.c,v 1.3 2006/09/07 21:19:44 pavalos Exp $
39 ** The ship is abandoned. If your current ship is the Faire
40 ** Queene, or if your shuttlecraft is dead, you're out of
41 ** luck. You need the shuttlecraft in order for the captain
42 ** (that's you!!) to escape.
44 ** Your crew can beam to an inhabited starsystem in the
45 ** quadrant, if there is one and if the transporter is working.
46 ** If there is no inhabited starsystem, or if the transporter
47 ** is out, they are left to die in outer space.
49 ** These currently just count as regular deaths, but they
50 ** should count very heavily against you.
52 ** If there are no starbases left, you are captured by the
53 ** Klingons, who torture you mercilessly. However, if there
54 ** is at least one starbase, you are returned to the
55 ** Federation in a prisoner of war exchange. Of course, this
56 ** can't happen unless you have taken some prisoners.
62 abandon(int v __unused
)
69 if (Ship
.ship
== QUEENE
) {
70 printf("You may not abandon ye Faire Queene\n");
73 if (Ship
.cond
!= DOCKED
) {
74 if (damaged(SHUTTLE
)) {
78 printf("Officers escape in shuttlecraft\n");
79 /* decide on fate of crew */
80 q
= &Quad
[Ship
.quadx
][Ship
.quady
];
81 if (q
->qsystemname
== 0 || damaged(XPORTER
)) {
82 printf("Entire crew of %d left to die in outer space\n",
84 Game
.deaths
+= Ship
.crew
;
86 printf("Crew beams down to planet %s\n", systemname(q
));
89 /* see if you can be exchanged */
90 if (Now
.bases
== 0 || Game
.captives
< 20 * Game
.skill
)
92 /* re-outfit new ship */
93 printf("You are hereby put in charge of an antiquated but still\n");
94 printf(" functional ship, the Fairie Queene.\n");
96 Ship
.shipname
= "Fairie Queene";
97 Param
.energy
= Ship
.energy
= 3000;
98 Param
.torped
= Ship
.torped
= 6;
99 Param
.shield
= Ship
.shield
= 1250;
106 /* clear out damages on old ship */
107 for (i
= 0; i
< MAXEVENTS
; i
++) {
109 if (e
->evcode
!= E_FIXDV
)
113 /* get rid of some devices and redistribute probabilities */
114 i
= Param
.damprob
[SHUTTLE
] + Param
.damprob
[CLOAK
];
115 Param
.damprob
[SHUTTLE
] = Param
.damprob
[CLOAK
] = 0;
117 for (j
= 0; j
< NDEV
; j
++) {
118 if (Param
.damprob
[j
] != 0) {
119 Param
.damprob
[j
] += 1;
125 /* pick a starbase to restart at */
127 Ship
.quadx
= Now
.base
[i
].x
;
128 Ship
.quady
= Now
.base
[i
].y
;
129 /* setup that quadrant */
132 Sect
[Ship
.sectx
][Ship
.secty
] = EMPTY
;
133 for (i
= 0; i
< 5; i
++) {
134 Ship
.sectx
= Etc
.starbase
.x
+ ranf(3) - 1;
135 if (Ship
.sectx
< 0 || Ship
.sectx
>= NSECTS
)
137 Ship
.secty
= Etc
.starbase
.y
+ ranf(3) - 1;
138 if (Ship
.secty
< 0 || Ship
.secty
>= NSECTS
)
140 if (Sect
[Ship
.sectx
][Ship
.secty
] == EMPTY
) {
141 Sect
[Ship
.sectx
][Ship
.secty
] = QUEENE
;