]> git.cameronkatri.com Git - bsdgames-darwin.git/blobdiff - trek/abandon.c
Fix merge conflicts
[bsdgames-darwin.git] / trek / abandon.c
index b1b734abb5b7c39b693a43c23999754f56b854eb..5209d371c26fe031faefe5ba279ee589b712a570 100644 (file)
@@ -1,6 +1,8 @@
+/*     $NetBSD: abandon.c,v 1.9 2009/05/24 21:44:56 dholland Exp $     */
+
 /*
 /*
- * Copyright (c) 1980 Regents of the University of California.
- * All rights reserved.
+ * 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
  *
  * Redistribution and use in source and binary forms, with or without
  * modification, are permitted provided that the following conditions
  * 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.
  * 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. All advertising materials mentioning features or use of this software
- *    must display the following acknowledgement:
- *     This product includes software developed by the University of
- *     California, Berkeley and its contributors.
- * 4. Neither the name of the University nor the names of its contributors
+ * 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.
  *
  *    may be used to endorse or promote products derived from this software
  *    without specific prior written permission.
  *
  * SUCH DAMAGE.
  */
 
  * SUCH DAMAGE.
  */
 
+#include <sys/cdefs.h>
 #ifndef lint
 #ifndef lint
-/*static char sccsid[] = "from: @(#)abandon.c  5.4 (Berkeley) 6/1/90";*/
-static char rcsid[] = "$Id: abandon.c,v 1.2 1993/08/01 18:50:53 mycroft Exp $";
+#if 0
+static char sccsid[] = "@(#)abandon.c  8.1 (Berkeley) 5/31/93";
+#else
+__RCSID("$NetBSD: abandon.c,v 1.9 2009/05/24 21:44:56 dholland Exp $");
+#endif
 #endif /* not lint */
 
 #endif /* not lint */
 
-# include      "trek.h"
+#include <stdio.h>
+#include "trek.h"
 
 /*
 **  Abandon Ship
 
 /*
 **  Abandon Ship
@@ -63,30 +66,32 @@ static char rcsid[] = "$Id: abandon.c,v 1.2 1993/08/01 18:50:53 mycroft Exp $";
 **     Uses trace flag 40
 */
 
 **     Uses trace flag 40
 */
 
-abandon()
+/*ARGSUSED*/
+void
+abandon(int v __unused)
 {
 {
-       register struct quad    *q;
-       register int            i;
-       int                     j;
-       register struct event   *e;
+       struct quad     *q;
+       int             i;
+       int             j;
+       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));
+       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];
                printf("Officers escape in shuttlecraft\n");
                /* decide on fate of crew */
                q = &Quad[Ship.quadx][Ship.quady];
-               if (q->qsystemname == 0 || damaged(XPORTER))
-               {
+               if (q->qsystemname == 0 || damaged(XPORTER)) {
                        printf("Entire crew of %d left to die in outer space\n",
                                Ship.crew);
                        Game.deaths += Ship.crew;
                        printf("Entire crew of %d left to die in outer space\n",
                                Ship.crew);
                        Game.deaths += Ship.crew;
-               }
-               else
-               {
+               } else {
                        printf("Crew beams down to planet %s\n", systemname(q));
                }
        }
                        printf("Crew beams down to planet %s\n", systemname(q));
                }
        }
@@ -108,8 +113,7 @@ abandon()
        Ship.warp3 = 125.0;
        Ship.cond = GREEN;
        /* clear out damages on old ship */
        Ship.warp3 = 125.0;
        Ship.cond = GREEN;
        /* clear out damages on old ship */
-       for (i = 0; i < MAXEVENTS; i++)
-       {
+       for (i = 0; i < MAXEVENTS; i++) {
                e = &Event[i];
                if (e->evcode != E_FIXDV)
                        continue;
                e = &Event[i];
                if (e->evcode != E_FIXDV)
                        continue;
@@ -119,10 +123,8 @@ abandon()
        i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK];
        Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0;
        while (i > 0)
        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)
-                       {
+               for (j = 0; j < NDEV; j++) {
+                       if (Param.damprob[j] != 0) {
                                Param.damprob[j] += 1;
                                i--;
                                if (i <= 0)
                                Param.damprob[j] += 1;
                                i--;
                                if (i <= 0)
@@ -134,22 +136,19 @@ abandon()
        Ship.quadx = Now.base[i].x;
        Ship.quady = Now.base[i].y;
        /* setup that quadrant */
        Ship.quadx = Now.base[i].x;
        Ship.quady = Now.base[i].y;
        /* setup that quadrant */
-       while (1)
-       {
+       while (1) {
                initquad(1);
                Sect[Ship.sectx][Ship.secty] = EMPTY;
                initquad(1);
                Sect[Ship.sectx][Ship.secty] = EMPTY;
-               for (i = 0; i < 5; i++)
-               {
+               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;
                        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)
-                       {
+                       if (Sect[Ship.sectx][Ship.secty] == EMPTY) {
                                Sect[Ship.sectx][Ship.secty] = QUEENE;
                                Sect[Ship.sectx][Ship.secty] = QUEENE;
-                               dock();
+                               dock(0);
                                compkldist(0);
                                return;
                        }
                                compkldist(0);
                                return;
                        }