コード例 #1
0
ファイル: pl_2.c プロジェクト: Kiddinglife/4.4BSD-Lite
play()
{
	register struct ship *sp;

	for (;;) {
		switch (sgetch("~\b", (struct ship *)0, 0)) {
		case 'm':
			acceptmove();
			break;
		case 's':
			acceptsignal();
			break;
		case 'g':
			grapungrap();
			break;
		case 'u':
			unfoulplayer();
			break;
		case 'v':
			Signal("%s", (struct ship *)0, version);
			break;
		case 'b':
			acceptboard();
			break;
		case 'f':
			acceptcombat();
			break;
		case 'l':
			loadplayer();
			break;
		case 'c':
			changesail();
			break;
		case 'r':
			repair();
			break;
		case 'B':
			Signal("'Hands to stations!'", (struct ship *)0);
			unboard(ms, ms, 1);	/* cancel DBP's */
			unboard(ms, ms, 0);	/* cancel offense */
			break;
		case '\f':
			centerview();
			blockalarm();
			draw_board();
			draw_screen();
			unblockalarm();
			break;
		case 'L':
			mf->loadL = L_EMPTY;
			mf->loadR = L_EMPTY;
			mf->readyL = R_EMPTY;
			mf->readyR = R_EMPTY;
			Signal("Broadsides unloaded", (struct ship *)0);
			break;
		case 'q':
			Signal("Type 'Q' to quit", (struct ship *)0);
			break;
		case 'Q':
			leave(LEAVE_QUIT);
			break;
		case 'I':
			foreachship(sp)
				if (sp != ms)
					eyeball(sp);
			break;
		case 'i':
			if ((sp = closestenemy(ms, 0, 1)) == 0)
				Signal("No more ships left.");
			else
				eyeball(sp);
			break;
		case 'C':
			centerview();
			blockalarm();
			draw_view();
			unblockalarm();
			break;
		case 'U':
			upview();
			blockalarm();
			draw_view();
			unblockalarm();
			break;
		case 'D':
		case 'N':
			downview();
			blockalarm();
			draw_view();
			unblockalarm();
			break;
		case 'H':
			leftview();
			blockalarm();
			draw_view();
			unblockalarm();
			break;
		case 'J':
			rightview();
			blockalarm();
			draw_view();
			unblockalarm();
			break;
		case 'F':
			lookout();
			break;
		case 'S':
			dont_adjust = !dont_adjust;
			blockalarm();
			draw_turn();
			unblockalarm();
			break;
		}
	}
}
コード例 #2
0
ファイル: dr_3.c プロジェクト: jyin0813/OpenBSD-src
void
moveall()		/* move all comp ships */
{
	struct ship *sp, *sq;		/* r11, r10 */
	int n;				/* r9 */
	int k, l;			/* r8, r7 */
	int row[NSHIP], col[NSHIP], dir[NSHIP], drift[NSHIP];
	char moved[NSHIP];

	/*
	 * first try to create moves for OUR ships
	 */
	foreachship(sp) {
		struct ship *closest;
		int ma, ta;
		char af;

		if (sp->file->captain[0] || sp->file->dir == 0)
			continue;
		if (!sp->file->struck && windspeed && !snagged(sp)
		    && sp->specs->crew3) {
			ta = maxturns(sp, &af);
			ma = maxmove(sp, sp->file->dir, 0);
			closest = closestenemy(sp, 0, 0);
			if (closest == 0)
				*sp->file->movebuf = '\0';
			else
				closeon(sp, closest, sp->file->movebuf,
					sizeof sp->file->movebuf,
					ta, ma, af);
		} else
			*sp->file->movebuf = '\0';
	}
	/*
	 * Then execute the moves for ALL ships (dead ones too),
	 * checking for collisions and snags at each step.
	 * The old positions are saved in row[], col[], dir[].
	 * At the end, we compare and write out the changes.
	 */
	n = 0;
	foreachship(sp) {
		if (snagged(sp))
			(void) strlcpy(sp->file->movebuf, "d",
			    sizeof sp->file->movebuf);
		else
			if (*sp->file->movebuf != 'd')
				(void) strlcat(sp->file->movebuf, "d",
					sizeof sp->file->movebuf);
		row[n] = sp->file->row;
		col[n] = sp->file->col;
		dir[n] = sp->file->dir;
		drift[n] = sp->file->drift;
		moved[n] = 0;
		n++;
	}
	/*
	 * Now resolve collisions.
	 * This is the tough part.
	 */
	for (k = 0; stillmoving(k); k++) {
		/*
		 * Step once.
		 * And propagate the nulls at the end of sp->file->movebuf.
		 */
		n = 0;
		foreachship(sp) {
			if (!sp->file->movebuf[k])
				sp->file->movebuf[k+1] = '\0';
			else if (sp->file->dir)
				step(sp->file->movebuf[k], sp, &moved[n]);
			n++;
		}
		/*
		 * The real stuff.
		 */
		n = 0;
		foreachship(sp) {
			if (sp->file->dir == 0 || is_isolated(sp))
				goto cont1;
			l = 0;
			foreachship(sq) {
				char snap = 0;

				if (sp == sq)
					goto cont2;
				if (sq->file->dir == 0)
					goto cont2;
				if (!push(sp, sq))
					goto cont2;
				if (snagged2(sp, sq) && range(sp, sq) > 1)
					snap++;
				if (!range(sp, sq) && !fouled2(sp, sq)) {
					makesignal(sp, "collision with $$", sq);
					if (die() < 4) {
						makesignal(sp, "fouled with $$",
							sq);
						Write(W_FOUL, sp, l, 0, 0, 0);
						Write(W_FOUL, sq, n, 0, 0, 0);
					}
					snap++;
				}
				if (snap) {
					sp->file->movebuf[k + 1] = 0;
					sq->file->movebuf[k + 1] = 0;
					sq->file->row = sp->file->row - 1;
					if (sp->file->dir == 1
					    || sp->file->dir == 5)
						sq->file->col =
							sp->file->col - 1;
					else
						sq->file->col = sp->file->col;
					sq->file->dir = sp->file->dir;
				}
			cont2:
				l++;
			}
		cont1:
			n++;
		}
	}
	/*
	 * Clear old moves.  And write out new pos.
	 */
	n = 0;
	foreachship(sp) {
		if (sp->file->dir != 0) {
			*sp->file->movebuf = 0;
			if (row[n] != sp->file->row)
				Write(W_ROW, sp, sp->file->row, 0, 0, 0);
			if (col[n] != sp->file->col)
				Write(W_COL, sp, sp->file->col, 0, 0, 0);
			if (dir[n] != sp->file->dir)
				Write(W_DIR, sp, sp->file->dir, 0, 0, 0);
			if (drift[n] != sp->file->drift)
				Write(W_DRIFT, sp, sp->file->drift, 0, 0, 0);
		}
		n++;
	}
}