root/games/trek/abandon.c
/*      $OpenBSD: abandon.c,v 1.8 2016/01/07 14:37:51 mestre Exp $      */
/*      $NetBSD: abandon.c,v 1.3 1995/04/22 10:58:24 cgd Exp $  */

/*
 * Copyright (c) 1980, 1993
 *      The Regents of the University of California.  All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */

#include <stdio.h>

#include "trek.h"

/*
**  Abandon Ship
**
**      The ship is abandoned.  If your current ship is the Faire
**      Queene, or if your shuttlecraft is dead, you're out of
**      luck.  You need the shuttlecraft in order for the captain
**      (that's you!!) to escape.
**
**      Your crew can beam to an inhabited starsystem in the
**      quadrant, if there is one and if the transporter is working.
**      If there is no inhabited starsystem, or if the transporter
**      is out, they are left to die in outer space.
**
**      These currently just count as regular deaths, but they
**      should count very heavily against you.
**
**      If there are no starbases left, you are captured by the
**      Klingons, who torture you mercilessly.  However, if there
**      is at least one starbase, you are returned to the
**      Federation in a prisoner of war exchange.  Of course, this
**      can't happen unless you have taken some prisoners.
*/

void
abandon(int v)
{
        struct quad     *q;
        int             i;
        int             j;
        struct event    *e;

        if (Ship.ship == QUEENE)
        {
                printf("You may not abandon ye Faire Queene\n");
                return;
        }
        if (Ship.cond != DOCKED)
        {
                if (damaged(SHUTTLE))
                {
                        out(SHUTTLE);
                        return;
                }
                printf("Officers escape in shuttlecraft\n");
                /* decide on fate of crew */
                q = &Quad[Ship.quadx][Ship.quady];
                if (q->qsystemname == 0 || damaged(XPORTER))
                {
                        printf("Entire crew of %d left to die in outer space\n",
                                Ship.crew);
                        Game.deaths += Ship.crew;
                }
                else
                {
                        printf("Crew beams down to planet %s\n", systemname(q));
                }
        }
        /* see if you can be exchanged */
        if (Now.bases == 0 || Game.captives < 20 * Game.skill)
                lose(L_CAPTURED);
        /* re-outfit new ship */
        printf("You are hereby put in charge of an antiquated but still\n");
        printf("  functional ship, the Fairie Queene.\n");
        Ship.ship = QUEENE;
        Ship.shipname = "Fairie Queene";
        Param.energy = Ship.energy = 3000;
        Param.torped = Ship.torped = 6;
        Param.shield = Ship.shield = 1250;
        Ship.shldup = 0;
        Ship.cloaked = 0;
        Ship.warp = 5.0;
        Ship.warp2 = 25.0;
        Ship.warp3 = 125.0;
        Ship.cond = GREEN;
        /* clear out damages on old ship */
        for (i = 0; i < MAXEVENTS; i++)
        {
                e = &Event[i];
                if (e->evcode != E_FIXDV)
                        continue;
                unschedule(e);
        }
        /* get rid of some devices and redistribute probabilities */
        i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
        Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
        while (i > 0)
                for (j = 0; j < NDEV; j++)
                {
                        if (Param.damprob[j] != 0)
                        {
                                Param.damprob[j] += 1;
                                i--;
                                if (i <= 0)
                                        break;
                        }
                }
        /* pick a starbase to restart at */
        i = ranf(Now.bases);
        Ship.quadx = Now.base[i].x;
        Ship.quady = Now.base[i].y;
        /* setup that quadrant */
        while (1)
        {
                initquad(1);
                Sect[Ship.sectx][Ship.secty] = EMPTY;
                for (i = 0; i < 5; i++)
                {
                        Ship.sectx = Etc.starbase.x + ranf(3) - 1;
                        if (Ship.sectx < 0 || Ship.sectx >= NSECTS)
                                continue;
                        Ship.secty = Etc.starbase.y + ranf(3) - 1;
                        if (Ship.secty < 0 || Ship.secty >= NSECTS)
                                continue;
                        if (Sect[Ship.sectx][Ship.secty] == EMPTY)
                        {
                                Sect[Ship.sectx][Ship.secty] = QUEENE;
                                dock(0);
                                compkldist(0);
                                return;
                        }
                }
        }
}