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📄 abandon.c

📁 <B>Digital的Unix操作系统VAX 4.2源码</B>
💻 C
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#ifndef lintstatic char sccsid[] = "@(#)abandon.c	4.3	(Berkeley)	5/27/83";#endif not lint# 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.****	Uses trace flag 40*/abandon(){	register struct quad	*q;	register int		i;	int			j;	register struct event	*e;	if (Ship.ship == QUEENE)		return (printf("You may not abandon ye Faire Queene\n"));	if (Ship.cond != DOCKED)	{		if (damaged(SHUTTLE))			return (out(SHUTTLE));		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();				compkldist(0);				return;			}		}	}}

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