/* * Copyright (c) 1980 Regents of the University of California. * All rights reserved. The Berkeley software License Agreement * specifies the terms and conditions for redistribution. */ #ifndef lint static char sccsid[] = "@(#)checkcond.c 5.1 (Berkeley) 5/30/85"; #endif not lint # include "trek.h" /* ** Check for Condition After a Move ** ** Various ship conditions are checked. First we check ** to see if we have already lost the game, due to running ** out of life support reserves, running out of energy, ** or running out of crew members. The check for running ** out of time is in events(). ** ** If we are in automatic override mode (Etc.nkling < 0), we ** don't want to do anything else, lest we call autover ** recursively. ** ** In the normal case, if there is a supernova, we call ** autover() to help us escape. If after calling autover() ** we are still in the grips of a supernova, we get burnt ** up. ** ** If there are no Klingons in this quadrant, we nullify any ** distress calls which might exist. ** ** We then set the condition code, based on the energy level ** and battle conditions. */ checkcond() { register int i, j; /* see if we are still alive and well */ if (Ship.reserves < 0.0) lose(L_NOLIFE); if (Ship.energy <= 0) lose(L_NOENGY); if (Ship.crew <= 0) lose(L_NOCREW); /* if in auto override mode, ignore the rest */ if (Etc.nkling < 0) return; /* call in automatic override if appropriate */ if (Quad[Ship.quadx][Ship.quady].stars < 0) autover(); if (Quad[Ship.quadx][Ship.quady].stars < 0) lose(L_SNOVA); /* nullify distress call if appropriate */ if (Etc.nkling <= 0) killd(Ship.quadx, Ship.quady, 1); /* set condition code */ if (Ship.cond == DOCKED) return; if (Etc.nkling > 0) { Ship.cond = RED; return; } if (Ship.energy < Param.energylow) { Ship.cond = YELLOW; return; } Ship.cond = GREEN; return; }