static void strike(struct ship *ship, struct ship *from) { int points; if (ship->file->struck) return; Write(W_STRUCK, ship, 1, 0, 0, 0); points = ship->specs->pts + from->file->points; Write(W_POINTS, from, points, 0, 0, 0); unboard(ship, ship, 0); /* all offense */ unboard(ship, ship, 1); /* all defense */ switch (die()) { case 3: case 4: /* ship may sink */ Write(W_SINK, ship, 1, 0, 0, 0); break; case 5: case 6: /* ship may explode */ Write(W_EXPLODE, ship, 1, 0, 0, 0); break; } Writestr(W_SIGNAL, ship, "striking her colours!"); }
void Cleansnag(struct ship *from, struct ship *to, char all, char flag) { if (flag & 1) { Write(W_UNGRAP, from, to->file->index, all, 0, 0); Write(W_UNGRAP, to, from->file->index, all, 0, 0); } if (flag & 2) { Write(W_UNFOUL, from, to->file->index, all, 0, 0); Write(W_UNFOUL, to, from->file->index, all, 0, 0); } if (!snagged2(from, to)) { if (!snagged(from)) { unboard(from, from, 1); /* defense */ unboard(from, from, 0); /* defense */ } else unboard(from, to, 0); /* offense */ if (!snagged(to)) { unboard(to, to, 1); /* defense */ unboard(to, to, 0); /* defense */ } else unboard(to, from, 0); /* offense */ } }
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; } } }