/* Give help on commands */
int key;
key = scan();
- while (TRUE) {
+ for(;;) {
if (key == IHEOL) {
setwnd(prompt_window);
proutn("Help on what command? ");
static void makemoves(void)
{
- int i, v = 0, hitme;
+ int i, v = 0;
+ bool hitme;
clrscr();
setwnd(message_window);
- while (TRUE) { /* command loop */
+ for(;;) { /* command loop */
drawmaps(1);
- while (TRUE) { /* get a command */
- hitme = FALSE;
+ for(;;) { /* get a command */
+ hitme = false;
game.justin = 0;
game.optime = 0.0;
i = -1;
break;
listCommands();
}
- commandhook(commands[i].name, TRUE);
+ commandhook(commands[i].name, true);
switch (v) { /* command switch */
case SRSCAN: // srscan
srscan(SCAN_FULL);
break;
case PHASERS: // phasers
phasers();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case TORPEDO: // photons
photon();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case MOVE: // move
warp(1);
case SHIELDS: // shields
doshield(1);
if (game.ididit) {
- hitme=TRUE;
+ hitme=true;
game.shldchg = 0;
}
break;
break;
case REST: // rest
wait();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case WARP: // warp
setwrp();
break;
case ORBIT: // orbit
orbit();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case TRANSPORT: // transport "beam"
beam();
break;
case MINE: // mine
mine();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case CRYSTALS: // crystals
usecrystals();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case SHUTTLE: // shuttle
shuttle();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case PLANETS: // Planet list
preport();
break;
case EMEXIT: // Emergency exit
clrscr(); // Hide screen
- freeze(TRUE); // forced save
+ freeze(true); // forced save
exit(1); // And quick exit
break;
case PROBE:
probe(); // Launch probe
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case ABANDON: // Abandon Ship
abandn();
dstrct();
break;
case SAVE: // Save Game
- freeze(FALSE);
+ freeze(false);
clrscr();
if (game.skill > SKILL_GOOD)
prout("WARNING--Saved games produce no plaques!");
break;
case DEATHRAY: // Try a desparation measure
deathray();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case DEBUGCMD: // What do we want for debug???
#ifdef DEBUG
break;
case MAYDAY: // Call for help
mayday();
- if (game.ididit) hitme = TRUE;
+ if (game.ididit) hitme = true;
break;
case QUIT:
game.alldone = 1; // quit the game
helpme(); // get help
break;
}
- commandhook(commands[i].name, FALSE);
+ commandhook(commands[i].name, false);
for (;;) {
if (game.alldone) break; // Game has ended
#ifdef DEBUG
if (game.alldone) break;
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
atover(0);
- hitme = TRUE;
+ hitme = true;
continue;
}
}
strcat(line, argv[i]);
strcat(line, " ");
}
- while (TRUE) { /* Play a game */
+ for(;;) { /* Play a game */
setwnd(fullscreen_window);
#ifdef DEBUG
prout("INITIAL OPTIONS: %0lx", game.options);
proutn("Do you want your score recorded?");
if (ja()) {
chew2();
- freeze(FALSE);
+ freeze(false);
}
}
proutn("Do you want to play again? ");
return IHALPHA;
}
-int ja(void)
+bool ja(void)
{
chew();
- while (TRUE) {
+ for(;;) {
scan();
chew();
- if (*citem == 'y') return TRUE;
- if (*citem == 'n') return FALSE;
+ if (*citem == 'y') return true;
+ if (*citem == 'n') return false;
proutn("Please answer with \"Y\" or \"N\": ");
}
}
}
proutn("Induce supernova here? ");
if (ja() != 0) {
- game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = TRUE;
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;
atover(1);
}
}