+
+/*
+** 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.
+**
+** 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(void)
+/* abandon ship */
+{
+ int nb, l;
+ struct quadrant *q;
+
+ chew();
+ if (game.condition==docked) {
+ if (game.ship!=IHE) {
+ prout(_("You cannot abandon Ye Faerie Queene."));
+ return;
+ }
+ }
+ else {
+ /* Must take shuttle craft to exit */
+ if (game.damage[DSHUTTL]==-1) {
+ prout(_("Ye Faerie Queene has no shuttle craft."));
+ return;
+ }
+ if (game.damage[DSHUTTL]<0) {
+ prout(_("Shuttle craft now serving Big Macs."));
+ return;
+ }
+ if (game.damage[DSHUTTL]>0) {
+ prout(_("Shuttle craft damaged."));
+ return;
+ }
+ if (game.landed) {
+ prout(_("You must be aboard the ship."));
+ return;
+ }
+ if (game.iscraft != onship) {
+ prout(_("Shuttle craft not currently available."));
+ return;
+ }
+ /* Print abandon ship messages */
+ skip(1);
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"));
+ skip(1);
+ prouts(_("***ALL HANDS ABANDON SHIP!"));
+ skip(2);
+ prout(_("Captain and crew escape in shuttle craft."));
+ if (game.state.rembase==0) {
+ /* Oops! no place to go... */
+ finish(FABANDN);
+ return;
+ }
+ q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ /* Dispose of crew */
+ if (!(game.options & OPTION_WORLDS) && !damaged(DTRANSP)) {
+ prout(_("Remainder of ship's complement beam down"));
+ prout(_("to nearest habitable planet."));
+ } else if (q->planet != NOPLANET && !damaged(DTRANSP)) {
+ prout(_("Remainder of ship's complement beam down"));
+ prout(_("to %s."), systnames[q->planet]);
+ } else {
+ prout(_("Entire crew of %d left to die in outer space."),
+ game.state.crew);
+ game.casual += game.state.crew;
+ game.abandoned += game.state.crew;
+ }
+
+ /* If at least one base left, give 'em the Faerie Queene */
+ skip(1);
+ game.icrystl = false; /* crystals are lost */
+ game.nprobes = 0; /* No probes */
+ prout(_("You are captured by Klingons and released to"));
+ prout(_("the Federation in a prisoner-of-war exchange."));
+ nb = Rand()*game.state.rembase+1;
+ /* Set up quadrant and position FQ adjacient to base */
+ if (!same(game.quadrant, game.state.baseq[nb])) {
+ game.quadrant = game.state.baseq[nb];
+ game.sector.x = game.sector.y = 5;
+ newqad(true);
+ }
+ for (;;) {
+ /* position next to base by trial and error */
+ game.quad[game.sector.x][game.sector.y] = IHDOT;
+ for_sectors(l) {
+ game.sector.x = 3.0*Rand() - 1.0 + game.base.x;
+ game.sector.y = 3.0*Rand() - 1.0 + game.base.y;
+ if (VALID_SECTOR(game.sector.x, game.sector.y) &&
+ game.quad[game.sector.x][game.sector.y] == IHDOT) break;
+ }
+ if (l < QUADSIZE+1)
+ break; /* found a spot */
+ game.sector.x=QUADSIZE/2;
+ game.sector.y=QUADSIZE/2;
+ newqad(true);
+ }
+ }
+ /* Get new commission */
+ game.quad[game.sector.x][game.sector.y] = game.ship = IHF;
+ game.state.crew = FULLCREW;
+ prout(_("Starfleet puts you in command of another ship,"));
+ prout(_("the Faerie Queene, which is antiquated but,"));
+ prout(_("still useable."));
+ if (game.icrystl)
+ prout(_("The dilithium crystals have been moved."));
+ game.imine = false;
+ game.iscraft = offship; /* Galileo disappears */
+ /* Resupply ship */
+ game.condition=docked;
+ for (l = 0; l < NDEVICES; l++)
+ game.damage[l] = 0.0;
+ game.damage[DSHUTTL] = -1;
+ game.energy = game.inenrg = 3000.0;
+ game.shield = game.inshld = 1250.0;
+ game.torps = game.intorps = 6;
+ game.lsupres=game.inlsr=3.0;
+ game.shldup=false;
+ game.warpfac=5.0;
+ game.wfacsq=25.0;
+ return;
+}