chasing SCom can take an eternity).
5. Probe target you enter is now the destination quadrant. Before I don't
- remember what it was, but it was something I had difficulty using)
+ remember what it was, but it was something I had difficulty using.
6. Secret password is now autogenerated.
Eric Raymond's changes:
- Mainly, I translated this C code out of FORTRAN into C -- created #defines
- for a lot of magic numbers and refactored the heck out of it.
+Mainly, I translated this C code out of FORTRAN into C -- created #defines
+for a lot of magic numbers and refactored the heck out of it.
1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
2. Status report now indicates when dilithium crystals are on board.
3. Per Dave Matuszek's remarks, Thingy state is not saved across games.
- */
+*/
/* the input queue */
static char line[128], *linep = line;
#define MAYDAY 32
{"MAYDAY", MAYDAY, 0},
//{"SOS", MAYDAY, 0},
- {"CALL", MAYDAY, 0},
+ //{"CALL", MAYDAY, 0},
#define QUIT 33
{"QUIT", QUIT, 0},
#define HELP 34
case IMPULSE: // impulse
impuls();
break;
- case REST: // rest
+ case REST: // rest
wait();
if (ididit) hitme = TRUE;
break;
- case WARP: // warp
+ case WARP: // warp
setwrp();
break;
- case SCORE: // score
+ case SCORE: // score
score();
break;
case SENSORS: // sensors
case COMMANDS:
listCommands();
break;
- case EMEXIT: // Emergency exit
- clrscr(); // Hide screen
- freeze(TRUE); // forced save
- exit(1); // And quick exit
+ case EMEXIT: // Emergency exit
+ clrscr(); // Hide screen
+ freeze(TRUE); // forced save
+ exit(1); // And quick exit
break;
case PROBE:
- probe(); // Launch probe
+ probe(); // Launch probe
if (ididit) hitme = TRUE;
break;
case ABANDON: // Abandon Ship
if (skill > SKILL_GOOD)
prout("WARNING--Saved games produce no plaques!");
break;
- case DEATHRAY: // Try a desparation measure
+ case DEATHRAY: // Try a desparation measure
deathray();
if (ididit) hitme = TRUE;
break;
- case DEBUGCMD: // What do we want for debug???
+ case DEBUGCMD: // What do we want for debug???
#ifdef DEBUG
debugme();
#endif
break;
- case MAYDAY: // Call for help
+ case MAYDAY: // Call for help
help();
if (ididit) hitme = TRUE;
break;
case QUIT:
- alldone = 1; // quit the game
+ alldone = 1; // quit the game
#ifdef DEBUG
if (idebug) score();
#endif
#endif
if (Time != 0.0) {
events();
- if (alldone) break; // Events did us in
+ if (alldone) break; // Events did us in
}
if (game.state.galaxy[quadx][quady].supernova) { // Galaxy went Nova!
atover(0);
{
int i, option;
- game.options = OPTION_ALL &~ OPTION_IOMODES;
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME);
if (getenv("TERM"))
- game.options |= OPTION_CURSES;
+ game.options |= OPTION_CURSES | OPTION_SHOWME;
else
game.options |= OPTION_TTY;
while (TRUE) { /* Play a game */
setwnd(fullscreen_window);
#ifdef DEBUG
- prout("INITIAL OPTIONS: %0lx\n", game.options);
+ prout("INITIAL OPTIONS: %0lx", game.options);
#endif /* DEBUG */
clrscr();
prelim();
for (i=0; i < NDEVICES; i++)
if (game.damage[i] > 0.0)
game.damage[i] = 0.0;
- stdamtim = FOREVER;
}
proutn("Toggle idebug? ");
if (ja() != 0) {
key = scan();
if (key == IHALPHA && isit("y")) {
game.damage[i] = 10.0;
- if (i == DRADIO)
- stdamtim = game.state.date;
}
}
}
}
chew();
}
+ proutn("Induce supernova here? ");
+ if (ja() != 0) {
+ game.state.galaxy[quadx][quady].supernova = TRUE;
+ atover(1);
+ }
}
#endif