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Eliminate nasty macro holdovers.
[super-star-trek.git]
/
src
/
sst.c
diff --git
a/src/sst.c
b/src/sst.c
index 75dca51ba19433a974bba33d5e1e89a74def516b..3ec832c719017269199db55ee48f624d4358ff83 100644
(file)
--- a/
src/sst.c
+++ b/
src/sst.c
@@
-375,8
+375,8
@@
static void makemoves(void)
drawmaps(1);
while (TRUE) { /* get a command */
hitme = FALSE;
drawmaps(1);
while (TRUE) { /* get a command */
hitme = FALSE;
- justin = 0;
-
T
ime = 0.0;
+
game.
justin = 0;
+
game.opt
ime = 0.0;
i = -1;
chew();
setwnd(prompt_window);
i = -1;
chew();
setwnd(prompt_window);
@@
-386,7
+386,7
@@
static void makemoves(void)
makechart();
continue;
}
makechart();
continue;
}
- ididit=0;
+
game.
ididit=0;
clrscr();
setwnd(message_window);
clrscr();
clrscr();
setwnd(message_window);
clrscr();
@@
-422,25
+422,25
@@
static void makemoves(void)
break;
case PHASERS: // phasers
phasers();
break;
case PHASERS: // phasers
phasers();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case TORPEDO: // photons
photon();
break;
case TORPEDO: // photons
photon();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case MOVE: // move
warp(1);
break;
case SHIELDS: // shields
doshield(1);
break;
case MOVE: // move
warp(1);
break;
case SHIELDS: // shields
doshield(1);
- if (ididit) {
+ if (
game.
ididit) {
hitme=TRUE;
hitme=TRUE;
- shldchg = 0;
+
game.
shldchg = 0;
}
break;
case DOCK: // dock
dock(1);
}
break;
case DOCK: // dock
dock(1);
- if (ididit) attack(0);
+ if (
game.
ididit) attack(0);
break;
case DAMAGES: // damages
dreprt();
break;
case DAMAGES: // damages
dreprt();
@@
-453,7
+453,7
@@
static void makemoves(void)
break;
case REST: // rest
wait();
break;
case REST: // rest
wait();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case WARP: // warp
setwrp();
break;
case WARP: // warp
setwrp();
@@
-466,22
+466,22
@@
static void makemoves(void)
break;
case ORBIT: // orbit
orbit();
break;
case ORBIT: // orbit
orbit();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case TRANSPORT: // transport "beam"
beam();
break;
case MINE: // mine
mine();
break;
case TRANSPORT: // transport "beam"
beam();
break;
case MINE: // mine
mine();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case CRYSTALS: // crystals
usecrystals();
break;
case CRYSTALS: // crystals
usecrystals();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case SHUTTLE: // shuttle
shuttle();
break;
case SHUTTLE: // shuttle
shuttle();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case PLANETS: // Planet list
preport();
break;
case PLANETS: // Planet list
preport();
@@
-502,7
+502,7
@@
static void makemoves(void)
break;
case PROBE:
probe(); // Launch probe
break;
case PROBE:
probe(); // Launch probe
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case ABANDON: // Abandon Ship
abandn();
break;
case ABANDON: // Abandon Ship
abandn();
@@
-513,12
+513,12
@@
static void makemoves(void)
case SAVE: // Save Game
freeze(FALSE);
clrscr();
case SAVE: // Save Game
freeze(FALSE);
clrscr();
- if (skill > SKILL_GOOD)
+ if (
game.
skill > SKILL_GOOD)
prout("WARNING--Saved games produce no plaques!");
break;
case DEATHRAY: // Try a desparation measure
deathray();
prout("WARNING--Saved games produce no plaques!");
break;
case DEATHRAY: // Try a desparation measure
deathray();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case DEBUGCMD: // What do we want for debug???
#ifdef DEBUG
break;
case DEBUGCMD: // What do we want for debug???
#ifdef DEBUG
@@
-527,12
+527,12
@@
static void makemoves(void)
break;
case MAYDAY: // Call for help
help();
break;
case MAYDAY: // Call for help
help();
- if (ididit) hitme = TRUE;
+ if (
game.
ididit) hitme = TRUE;
break;
case QUIT:
break;
case QUIT:
-
alldone = 1;
// quit the game
+
game.alldone = 1;
// quit the game
#ifdef DEBUG
#ifdef DEBUG
- if (idebug) score();
+ if (
game.
idebug) score();
#endif
break;
case HELP:
#endif
break;
case HELP:
@@
-541,22
+541,22
@@
static void makemoves(void)
}
commandhook(commands[i].name, FALSE);
for (;;) {
}
commandhook(commands[i].name, FALSE);
for (;;) {
- if (
alldone) break;
// Game has ended
+ if (
game.alldone) break;
// Game has ended
#ifdef DEBUG
#ifdef DEBUG
- if (idebug) prout("2500");
+ if (
game.
idebug) prout("2500");
#endif
#endif
- if (
T
ime != 0.0) {
+ if (
game.opt
ime != 0.0) {
events();
events();
- if (
alldone) break;
// Events did us in
+ if (
game.alldone) break;
// Events did us in
}
}
- if (game.state.galaxy[
quadx][
quady].supernova) { // Galaxy went Nova!
+ if (game.state.galaxy[
game.quadx][game.
quady].supernova) { // Galaxy went Nova!
atover(0);
continue;
}
atover(0);
continue;
}
- if (hitme && justin==0) {
+ if (hitme &&
game.
justin==0) {
attack(2);
attack(2);
- if (alldone) break;
- if (game.state.galaxy[
quadx][quady].supernova) {
// went NOVA!
+ if (
game.
alldone) break;
+ if (game.state.galaxy[
game.quadx][game.quady].supernova) {
// went NOVA!
atover(0);
hitme = TRUE;
continue;
atover(0);
hitme = TRUE;
continue;
@@
-564,7
+564,7
@@
static void makemoves(void)
}
break;
}
}
break;
}
- if (alldone) break;
+ if (
game.
alldone) break;
}
}
}
}
@@
-607,16
+607,16
@@
int main(int argc, char **argv)
clrscr();
prelim();
setup(line[0] == '\0');
clrscr();
prelim();
setup(line[0] == '\0');
- if (alldone) {
+ if (
game.
alldone) {
score();
score();
- alldone = 0;
+
game.
alldone = 0;
}
else makemoves();
skip(1);
stars();
skip(1);
}
else makemoves();
skip(1);
stars();
skip(1);
- if (
tourn &&
alldone) {
+ if (
game.tourn && game.
alldone) {
proutn("Do you want your score recorded?");
if (ja()) {
chew2();
proutn("Do you want your score recorded?");
if (ja()) {
chew2();
@@
-675,7
+675,7
@@
void crmena(int i, int enemy, int key, int x, int y)
void crmshp(void)
{
char *s;
void crmshp(void)
{
char *s;
- switch (ship) {
+ switch (
game.
ship) {
case IHE: s = "Enterprise"; break;
case IHF: s = "Faerie Queene"; break;
default: s = "Ship???"; break;
case IHE: s = "Enterprise"; break;
case IHF: s = "Faerie Queene"; break;
default: s = "Ship???"; break;
@@
-805,10
+805,10
@@
void debugme(void)
{
proutn("Reset levels? ");
if (ja() != 0) {
{
proutn("Reset levels? ");
if (ja() != 0) {
- if (energy <
inenrg) energy =
inenrg;
- shield = inshld;
- torps = intorps;
-
lsupres =
inlsr;
+ if (energy <
game.inenrg) energy = game.
inenrg;
+ shield =
game.
inshld;
+ torps =
game.
intorps;
+
game.lsupres = game.
inlsr;
}
proutn("Reset damage? ");
if (ja() != 0) {
}
proutn("Reset damage? ");
if (ja() != 0) {
@@
-817,10
+817,10
@@
void debugme(void)
if (game.damage[i] > 0.0)
game.damage[i] = 0.0;
}
if (game.damage[i] > 0.0)
game.damage[i] = 0.0;
}
- proutn("Toggle idebug? ");
+ proutn("Toggle
game.
idebug? ");
if (ja() != 0) {
if (ja() != 0) {
-
idebug = !
idebug;
- if (idebug) prout("Debug output ON");
+
game.idebug = !game.
idebug;
+ if (
game.
idebug) prout("Debug output ON");
else prout("Debug output OFF");
}
proutn("Cause selective damage? ");
else prout("Debug output OFF");
}
proutn("Cause selective damage? ");
@@
-864,7
+864,7
@@
void debugme(void)
}
proutn("Induce supernova here? ");
if (ja() != 0) {
}
proutn("Induce supernova here? ");
if (ja() != 0) {
- game.state.galaxy[
quadx][
quady].supernova = TRUE;
+ game.state.galaxy[
game.quadx][game.
quady].supernova = TRUE;
atover(1);
}
}
atover(1);
}
}