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Cosmetic fixes.
author
Eric S. Raymond
<esr@thyrsus.com>
Tue, 12 Sep 2006 03:25:33 +0000
(
03:25
+0000)
committer
Eric S. Raymond
<esr@thyrsus.com>
Tue, 12 Sep 2006 03:25:33 +0000
(
03:25
+0000)
sst.c
patch
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diff --git
a/sst.c
b/sst.c
index eabe0ffccb061dd508e68989c21eda21a0e0f177..e27f7fb125a0d2348235f5893cd16e33e88ae708 100644
(file)
--- a/
sst.c
+++ b/
sst.c
@@
-107,15
+107,15
@@
Here are Stas Sergeev's changes:
Eric Raymond's changes:
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.
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;
/* the input queue */
static char line[128], *linep = line;
@@
-386,14
+386,14
@@
static void makemoves(void)
case IMPULSE: // impulse
impuls();
break;
case IMPULSE: // impulse
impuls();
break;
- case REST: // rest
+ case REST:
// rest
wait();
if (ididit) hitme = TRUE;
break;
wait();
if (ididit) hitme = TRUE;
break;
- case WARP: // warp
+ case WARP:
// warp
setwrp();
break;
setwrp();
break;
- case SCORE: // score
+ case SCORE:
// score
score();
break;
case SENSORS: // sensors
score();
break;
case SENSORS: // sensors
@@
-430,13
+430,13
@@
static void makemoves(void)
case COMMANDS:
listCommands();
break;
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:
break;
case PROBE:
- probe(); // Launch probe
+ probe();
// Launch probe
if (ididit) hitme = TRUE;
break;
case ABANDON: // Abandon Ship
if (ididit) hitme = TRUE;
break;
case ABANDON: // Abandon Ship
@@
-451,21
+451,21
@@
static void makemoves(void)
if (skill > SKILL_GOOD)
prout("WARNING--Saved games produce no plaques!");
break;
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;
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;
#ifdef DEBUG
debugme();
#endif
break;
- case MAYDAY: // Call for help
+ case MAYDAY:
// Call for help
help();
if (ididit) hitme = TRUE;
break;
case QUIT:
help();
if (ididit) hitme = TRUE;
break;
case QUIT:
- alldone = 1; // quit the game
+ alldone = 1;
// quit the game
#ifdef DEBUG
if (idebug) score();
#endif
#ifdef DEBUG
if (idebug) score();
#endif
@@
-482,7
+482,7
@@
static void makemoves(void)
#endif
if (Time != 0.0) {
events();
#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);
}
if (game.state.galaxy[quadx][quady].supernova) { // Galaxy went Nova!
atover(0);