From 31d7409a6b4fdef07bb0e60ed1c104a925b5e424 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Tue, 12 Sep 2006 03:25:33 +0000 Subject: [PATCH] Cosmetic fixes. --- sst.c | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/sst.c b/sst.c index eabe0ff..e27f7fb 100644 --- a/sst.c +++ b/sst.c @@ -107,15 +107,15 @@ Here are Stas Sergeev'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. - */ +*/ /* the input queue */ static char line[128], *linep = line; @@ -386,14 +386,14 @@ static void makemoves(void) 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 @@ -430,13 +430,13 @@ static void makemoves(void) 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 @@ -451,21 +451,21 @@ static void makemoves(void) 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 @@ -482,7 +482,7 @@ static void makemoves(void) #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); -- 2.31.1