X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.c;h=16199e6df68ccb8acd5fd54b1fcf2ab7e4b7f966;hp=7fbbfc2ef558af029e37e827537410314a35ef4f;hb=ad1478c7cc24b761592a1e355015b44b243aeeda;hpb=4c3ff8ac78499d53339de7d67081e99582a9fb75 diff --git a/src/sst.c b/src/sst.c index 7fbbfc2..16199e6 100644 --- a/src/sst.c +++ b/src/sst.c @@ -162,6 +162,12 @@ for a lot of magic numbers and refactored the heck out of it. type is "plain" or "almy".) 6. User input is now logged so we can do regression testing. + + 7. More BSD-Trek features: You can now lose if your entire crew + dies in battle. When abandoning ship in a game with inhabited + worlds enabled, they must have one in the quadrant to beam down + to; otherwise they die in space and this counts heavily against + your score. Docking at a starbase replenishes your crew. */ /* the input queue */ @@ -169,7 +175,7 @@ static char line[128], *linep = line; struct game game; coord thing; -int iqhere, iqengry; +bool iqhere, iqengry; int iscore, iskill; // Common PLAQ double aaitem; double perdate; @@ -403,7 +409,7 @@ static void makemoves(void) makechart(); continue; } - game.ididit=0; + game.ididit = false; clrscr(); setwnd(message_window); clrscr(); @@ -463,7 +469,7 @@ static void makemoves(void) dreprt(); break; case CHART: // chart - chart(0); + chart(false); break; case IMPULSE: // impulse impuls(); @@ -525,7 +531,7 @@ static void makemoves(void) abandn(); break; case DESTRUCT: // Self Destruct - dstrct(); + selfdestruct(); break; case SAVE: // Save Game freeze(false); @@ -564,14 +570,14 @@ static void makemoves(void) if (game.alldone) break; // Events did us in } if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova! - atover(0); + atover(false); continue; } - if (hitme && game.justin==0) { + if (hitme && !game.justin) { attack(2); if (game.alldone) break; if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA! - atover(0); + atover(false); hitme = true; continue; } @@ -650,7 +656,7 @@ int main(int argc, char **argv) if (game.tourn && game.alldone) { proutn("Do you want your score recorded?"); - if (ja()) { + if (ja() == true) { chew2(); freeze(false); } @@ -696,9 +702,9 @@ char *cramlc(enum loctype key, coord w) return buf; } -void crmena(int i, int enemy, int key, coord w) +void crmena(bool stars, int enemy, enum loctype key, coord w) { - if (i == 1) proutn("***"); + if (stars) proutn("***"); cramen(enemy); proutn(" at "); proutn(cramlc(key, w)); @@ -836,27 +842,27 @@ int isit(char *s) void debugme(void) { proutn("Reset levels? "); - if (ja() != 0) { + if (ja() == true) { if (game.energy < game.inenrg) game.energy = game.inenrg; game.shield = game.inshld; game.torps = game.intorps; game.lsupres = game.inlsr; } proutn("Reset damage? "); - if (ja() != 0) { + if (ja() == true) { int i; for (i=0; i < NDEVICES; i++) if (game.damage[i] > 0.0) game.damage[i] = 0.0; } proutn("Toggle debug flag? "); - if (ja() != 0) { + if (ja() == true) { idebug = !idebug; if (idebug) prout("Debug output ON"); else prout("Debug output OFF"); } proutn("Cause selective damage? "); - if (ja() != 0) { + if (ja() == true) { int i, key; for (i=0; i < NDEVICES; i++) { proutn("Kill "); @@ -870,7 +876,7 @@ void debugme(void) } } proutn("Examine/change events? "); - if (ja() != 0) { + if (ja() == true) { event *ev; coord w; int i; @@ -909,28 +915,31 @@ void debugme(void) chew(); proutn("In quadrant- "); key = scan(); - if (key != IHREAL) { - prout("Event %d canceled, no y coordinate.", i); - unschedule(i); - continue; - } - w.y = (int)aaitem; - key = scan(); - if (key != IHREAL) { - prout("Event %d canceled, no x coordinate.", i); - unschedule(i); - continue; + /* IHEOL says to leave coordinates as they are */ + if (key != IHEOL) { + if (key != IHREAL) { + prout("Event %d canceled, no x coordinate.", i); + unschedule(i); + continue; + } + w.x = (int)aaitem; + key = scan(); + if (key != IHREAL) { + prout("Event %d canceled, no y coordinate.", i); + unschedule(i); + continue; + } + w.y = (int)aaitem; + ev->quadrant = w; } - w.x = (int)aaitem; - ev->quadrant = w; } } } chew(); } proutn("Induce supernova here? "); - if (ja()) { + if (ja() == true) { game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true; - atover(1); + atover(true); } }