It's been years since C public names had a 6-character significance limit.
}
void moveklings(void)
-/* move a commander */
+/* Klingon tactical movement */
{
coord w;
int i;
movebaddy(w, i, game.quad[w.x][w.y]);
}
- sortkl();
+ sortklings();
}
static bool movescom(coord iq, bool flag)
game.nenhere--;
if (game.condition!=docked)
newcnd();
- sortkl();
+ sortklings();
}
/* check for a helpful planet */
for (i = 0; i < game.inplan; i++) {
return false; /* looks good! */
}
-void scom(void)
+void supercommander(void)
/* move the Super Commander */
{
int i, i2, j, ideltax, ideltay, ifindit, iwhichb;
bool flag;
if (idebug)
- prout("== SCOM");
+ prout("== SUPERCOMMANDER");
/* Decide on being active or passive */
flag = ((NKILLC+NKILLK)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) ||
return;
}
-void movetho(void)
+void movetholian(void)
/* move the Tholian */
{
int idx, idy, im, i;
- /* Move the Tholian */
if (!game.ithere || game.justin)
return;
prout(_("***Shields are down."));
if (KLINGREM) {
pause_game(true);
- dreprt();
+ damagereport();
}
else
finish(FWON);
prout(_(" displaced by blast to %s "), cramlc(sector, jw));
for_local_enemies(ll)
game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]);
- sortkl();
+ sortklings();
return;
}
skip(1);
/* Tholian gewts to move before attacking */
if (game.ithere)
- movetho();
+ movetholian();
/* if you have just entered the RNZ, you'll get a warning */
if (game.neutz) { /* The one chance not to be attacked */
/* After attack, reset average distance to enemies */
for_local_enemies(loop)
game.kavgd[loop] = game.kdist[loop];
- sortkl();
+ sortklings();
return;
}
prout(_(" surveillance reports are coming in."));
skip(1);
if (!game.iseenit) {
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
rechart();
switch (evcode) {
case FSNOVA: /* Supernova */
pause_game(true);
- snova(false, NULL);
+ supernova(false, NULL);
schedule(FSNOVA, expran(0.5*game.intime));
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
schedule(FSCMOVE, 0.2777);
if (!game.ientesc && !istract && game.isatb != 1 &&
(!game.iscate || !game.justin))
- scom();
+ supercommander();
break;
case FDSPROB: /* Move deep space probe */
schedule(FDSPROB, 0.01);
game.proben--; // One less to travel
if (game.proben == 0 && game.isarmed && pdest->stars) {
/* lets blow the sucker! */
- snova(true, &game.probec);
+ supernova(true, &game.probec);
unschedule(FDSPROB);
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
if (Rand() < 0.05) {
/* Wow! We've supernova'ed */
- snova(false, &nov);
+ supernova(false, &nov);
return;
}
case IHSTAR: /* Affect another star */
if (Rand() < 0.05) {
/* This star supernovas */
- snova(false, &scratch);
+ supernova(false, &scratch);
return;
}
top2++;
}
-void snova(bool induced, coord *w)
+void supernova(bool induced, coord *w)
/* star goes supernova */
{
int num = 0, nrmdead, npdead, kldead;
game.kavgd[m] = 0.5 * (finald+game.kdist[m]);
game.kdist[m] = finald;
}
- sortkl();
+ sortklings();
if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
attack(false);
for_local_enemies(m) game.kavgd[m] = game.kdist[m];
(is_scheduled(FCDBAS) || game.isatb == 1) && !game.iseenit) {
/* get attack report from base */
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""));
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
}
-void impuls(void)
+void impulse(void)
/* move under impulse power */
{
double power;
-void setwrp(void)
+void setwarp(void)
/* change the warp factor */
{
int key;
**
*/
-void abandn(void)
+void abandon(void)
/* abandon ship */
{
int nb, l;
return false;
}
-void preport(void)
+void survey(void)
/* report on (uninhabited) planets in the galaxy */
{
bool iknow = false;
#include <stdlib.h>
#include <string.h>
-void attakreport(bool curt)
+void attackreport(bool curt)
/* report status of bases under attack */
{
if (!curt) {
if (!damaged(DRADIO) || game.condition == docked || game.iseenit) {
/* Don't report this if not seen and
either the radio is dead or not at base! */
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
if (game.casual)
}
}
-void dreprt(void)
+void damagereport(void)
/* damage report */
{
bool jdam = false;
);
RQ(11,
- attakreport(!req);
+ attackreport(!req);
);
#undef RQ
}
}
- sortkl();
+ sortklings();
// Put in a few black holes
for (i = 1; i <= 3; i++)
}
}
-void sortkl(void)
+void sortklings(void)
/* sort Klingons by distance from us */
{
double t;
attack(false);
break;
case DAMAGES: // damages
- dreprt();
+ damagereport();
break;
case CHART: // chart
makechart();
break;
case IMPULSE: // impulse
- impuls();
+ impulse();
break;
case REST: // rest
wait();
hitme = true;
break;
case WARP: // warp
- setwrp();
+ setwarp();
break;
case SCORE: // score
score();
hitme = true;
break;
case PLANETS: // Planet list
- preport();
+ survey();
break;
case REPORT: // Game Report
report();
hitme = true;
break;
case ABANDON: // Abandon Ship
- abandn();
+ abandon();
break;
case DESTRUCT: // Self Destruct
selfdestruct();
extern void warp(bool);
extern void doshield(bool);
extern void dock(bool);
-extern void dreprt(void);
+extern void damagereport(void);
extern void chart(void);
extern void rechart(void);
-extern void impuls(void);
+extern void impulse(void);
extern void wait(void);
-extern void setwrp(void);
+extern void setwarp(void);
extern void events(void);
extern void report(void);
extern void eta(void);
extern void mayday(void);
-extern void abandn(void);
+extern void abandon(void);
extern void finish(FINTYPE);
extern void selfdestruct(void);
extern void kaboom(void);
extern coord randplace(int);
extern coord dropin(feature);
extern void newcnd(void);
-extern void sortkl(void);
+extern void sortklings(void);
extern void imove(bool);
extern void ram(bool, feature, coord);
extern void crmena(bool, feature, enum loctype, coord w);
extern void pause_reset(void);
extern void pause_game(bool);
extern void nova(coord);
-extern void snova(bool, coord *);
-extern void scom(void);
+extern void supernova(bool, coord *);
+extern void supercommander(void);
extern void hittem(double *);
extern bool isit(char *);
-extern void preport(void);
+extern void survey(void);
extern void orbit(void);
extern void sensor(void);
extern void drawmaps(int);
extern void shuttle(void);
extern void deathray(void);
extern void debugme(void);
-extern void attakreport(bool);
-extern void movetho(void);
+extern void attackreport(bool);
+extern void movetholian(void);
extern void probe(void);
extern void iostart(void);
extern void setwnd(WINDOW *);