Renames the old "help()" function to "mayday()" to match the new command.
Fixes display bugs in curses due to generation of wacky quotes, nonbreak
spaces, and dashes. Does not fix problems with forms-drawing characters.
line = line.replace("%", "%%")
# Hack Unicode non-breaking spaces into ordinary spaces
line = line.replace("\xc2\xa0", " ").replace("\240", "")
line = line.replace("%", "%%")
# Hack Unicode non-breaking spaces into ordinary spaces
line = line.replace("\xc2\xa0", " ").replace("\240", "")
+ # Hack right and left quotes into regular ASCII quotes
+ line = line.replace("\xe2\x80\x9c", '"').replace("\xe2\x80\x9d", '"')
+ # Hack dashes and bullets (Hmmm...might want to handle this in curses)
+ line = line.replace("\xe2\x80\x94", "-").replace("\xe2\x97\x8f", "*");
if line.startswith("Mnemonic:"):
while not savetext[-1].strip():
savetext.pop()
if line.startswith("Mnemonic:"):
while not savetext[-1].strip():
savetext.pop()
<para>If your short-range sensors are damaged, this command will only show
the contents of adjacent sectors.</para>
<para>If your short-range sensors are damaged, this command will only show
the contents of adjacent sectors.</para>
</sect1>
<sect1><title>Status Report</title>
</sect1>
<sect1><title>Status Report</title>
<para>Long-range scans are free. They use up no energy or time, and can be
done safely regardless of battle conditions.</para>
<para>Long-range scans are free. They use up no energy or time, and can be
done safely regardless of battle conditions.</para>
</sect1>
<sect1><title>Star Chart</title>
</sect1>
<sect1><title>Star Chart</title>
{
/* There's more than one way to move in this game! */
double ddist, xdist, probf;
{
/* There's more than one way to move in this game! */
double ddist, xdist, probf;
#define TORPEDO 5
{"TORPEDO", TORPEDO, 0},
{"PHOTONS", TORPEDO, 0},
#define TORPEDO 5
{"TORPEDO", TORPEDO, 0},
{"PHOTONS", TORPEDO, 0},
{"SENSORS", SENSORS, OPTION_PLANETS},
{"SENSORS", SENSORS, OPTION_PLANETS},
{"ORBIT", ORBIT, OPTION_PLANETS},
{"ORBIT", ORBIT, OPTION_PLANETS},
{"TRANSPORT", TRANSPORT, OPTION_PLANETS},
{"TRANSPORT", TRANSPORT, OPTION_PLANETS},
{"MINE", MINE, OPTION_PLANETS},
{"MINE", MINE, OPTION_PLANETS},
{"CRYSTALS", CRYSTALS, OPTION_PLANETS},
{"CRYSTALS", CRYSTALS, OPTION_PLANETS},
{"SHUTTLE", SHUTTLE, OPTION_PLANETS},
{"SHUTTLE", SHUTTLE, OPTION_PLANETS},
{"PLANETS", PLANETS, OPTION_PLANETS},
{"PLANETS", PLANETS, OPTION_PLANETS},
{"COMPUTER", COMPUTER, 0},
{"COMPUTER", COMPUTER, 0},
{"COMMANDS", COMMANDS, 0},
{"COMMANDS", COMMANDS, 0},
{"PROBE", PROBE, OPTION_PROBE},
{"PROBE", PROBE, OPTION_PROBE},
{"SAVE", SAVE, 0},
{"FREEZE", SAVE, 0},
{"SAVE", SAVE, 0},
{"FREEZE", SAVE, 0},
{"DESTRUCT", DESTRUCT, 0},
{"DESTRUCT", DESTRUCT, 0},
{"DEATHRAY", DEATHRAY, 0},
{"DEATHRAY", DEATHRAY, 0},
{"MAYDAY", MAYDAY, 0},
//{"SOS", MAYDAY, 0},
//{"CALL", MAYDAY, 0},
{"MAYDAY", MAYDAY, 0},
//{"SOS", MAYDAY, 0},
//{"CALL", MAYDAY, 0},
#endif
break;
case MAYDAY: // Call for help
#endif
break;
case MAYDAY: // Call for help
if (game.ididit) hitme = TRUE;
break;
case QUIT:
if (game.ididit) hitme = TRUE;
break;
case QUIT:
void events(void);
void report(void);
void eta(void);
void events(void);
void report(void);
void eta(void);
void abandn(void);
void finish(FINTYPE);
void dstrct(void);
void abandn(void);
void finish(FINTYPE);
void dstrct(void);