1BSD/trek/checkcond.c

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# 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;
}