Example #1
0
void TextElite::GetMarketInfo(unsigned int uiPlanetIndex, std::vector<MarketInfo>& vecMarketInfos)
{
   ATLASSERT(uiPlanetIndex < galsize);

   const markettype& market = uiPlanetIndex == GetCurrentPlanet() ? localmarket : genmarket(0x00,galaxy[uiPlanetIndex]);

   for(unsigned int ui=0; ui<lasttrade+1; ui++)
   {
      vecMarketInfos.push_back(MarketInfo(market.quantity[ui], market.price[ui]));
   }
}
Example #2
0
/**+main **/
int main()
{	 uint i;
   char getcommand[maxlen];
   nativerand=1;
   printf("\nWelcome to Text Elite 1.4.\n");

   for(i=0;i<=lasttrade;i++) strcpy(tradnames[i],commodities[i].name);

   mysrand(12345);/* Ensure repeatability */

   galaxynum=1;	buildgalaxy(galaxynum);

   currentplanet=numforLave;                        /* Don't use jump */
   localmarket = genmarket(0x00,galaxy[numforLave]);/* Since want seed=0 */

   fuel=maxfuel;
   
#define PARSER(S) { char buf[0x10];strcpy(buf,S);parser(buf);}   
   
   PARSER("hold 20");         /* Small cargo bay */
   PARSER("cash +100");       /* 100 CR */
   PARSER("help");

#undef PARSER

   for(;;)
   { printf("\n\nCash :%.1f>",((float)cash)/10);
     gets(getcommand);
     parser(getcommand);
   } 

 
   /* 6502 Elite fires up at Lave with fluctuation=00
      and these prices tally with the NES ones.
      However, the availabilities reside in the saved game data.
      Availabilities are calculated (and fluctuation randomised)
      on hyperspacing
      I have checked with this code for Zaonce with fluctaution &AB 
      against the SuperVision 6502 code and both prices and availabilities tally.
   */
return(0);
}
Example #3
0
void gamejump(planetnum i) /* Move to system i */
{ currentplanet=i;
  localmarket = genmarket(randbyte(),galaxy[i]);
}