/* * Copyright (c) 1980 Regents of the University of California. * All rights reserved. The Berkeley software License Agreement * specifies the terms and conditions for redistribution. */ #if !defined(lint) && defined(DOSCCS) static char sccsid[] = "@(#)play.c 5.1.1 (2.11BSD GTE) 11/20/94"; #endif # include "trek.h" # include "getpar.h" # include /* ** INSTRUCTION READ AND MAIN PLAY LOOP ** ** Well folks, this is it. Here we have the guts of the game. ** This routine executes moves. It sets up per-move variables, ** gets the command, and executes the command. After the command, ** it calls events() to use up time, attack() to have Klingons ** attack if the move was not free, and checkcond() to check up ** on how we are doing after the move. */ extern int abandon(), capture(), shield(), computer(), dcrept(), destruct(), dock(), help(), impulse(), lrscan(), warp(), dumpgame(), rest(), shell(), srscan(), myreset(), torped(), visual(), setwarp(), undock(), phaser(); struct cvntab Comtab[] = { "abandon", "", abandon, 0, "ca", "pture", capture, 0, "cl", "oak", shield, -1, "c", "omputer", computer, 0, "da", "mages", dcrept, 0, "destruct", "", destruct, 0, "do", "ck", dock, 0, "help", "", help, 0, "i", "mpulse", impulse, 0, "l", "rscan", lrscan, 0, "m", "ove", warp, 0, "p", "hasers", phaser, 0, "ram", "", warp, 1, "dump", "", dumpgame, 0, "r", "est", rest, 0, "shell", "", shell, 0, "sh", "ield", shield, 0, "s", "rscan", srscan, 0, "st", "atus", srscan, -1, "terminate", "", myreset, 0, "t", "orpedo", torped, 0, "u", "ndock", undock, 0, "v", "isual", visual, 0, "w", "arp", setwarp, 0, 0 }; myreset() { extern jmp_buf env; longjmp(env, 1); } play() { struct cvntab *r; while (1) { Move.free = 1; Move.time = 0.0; Move.shldchg = 0; Move.newquad = 0; Move.resting = 0; skiptonl(0); r = getcodpar("\nCommand", Comtab); (*r->value)(r->value2); events(0); attack(0); checkcond(); } }