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35 static char sccsid[] = "@(#)abandon.c 8.1 (Berkeley) 5/31/93";
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.
67 register struct quad *q;
70 register struct event *e;
72 if (Ship.ship == QUEENE)
73 return (printf("You may not abandon ye Faire Queene\n"));
74 if (Ship.cond != DOCKED)
77 return (out(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))
83 printf("Entire crew of %d left to die in outer space\n",
85 Game.deaths += Ship.crew;
89 printf("Crew beams down to planet %s\n", systemname(q));
92 /* see if you can be exchanged */
93 if (Now.bases == 0 || Game.captives < 20 * Game.skill)
95 /* re-outfit new ship */
96 printf("You are hereby put in charge of an antiquated but still\n");
97 printf(" functional ship, the Fairie Queene.\n");
99 Ship.shipname = "Fairie Queene";
100 Param.energy = Ship.energy = 3000;
101 Param.torped = Ship.torped = 6;
102 Param.shield = Ship.shield = 1250;
109 /* clear out damages on old ship */
110 for (i = 0; i < MAXEVENTS; i++)
113 if (e->evcode != E_FIXDV)
117 /* get rid of some devices and redistribute probabilities */
118 i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
119 Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
121 for (j = 0; j < NDEV; j++)
123 if (Param.damprob[j] != 0)
125 Param.damprob[j] += 1;
131 /* pick a starbase to restart at */
133 Ship.quadx = Now.base[i].x;
134 Ship.quady = Now.base[i].y;
135 /* setup that quadrant */
139 Sect[Ship.sectx][Ship.secty] = EMPTY;
140 for (i = 0; i < 5; i++)
142 Ship.sectx = Etc.starbase.x + ranf(3) - 1;
143 if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
145 Ship.secty = Etc.starbase.y + ranf(3) - 1;
146 if (Ship.secty < 0 || Ship.secty >= NSECTS)
148 if (Sect[Ship.sectx][Ship.secty] == EMPTY)
150 Sect[Ship.sectx][Ship.secty] = QUEENE;