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  /src/games/trek/
autover.c 69 Ship.shipname);
71 Ship.shipname);
73 Ship.warp = 6.0 + 2.0 * franf();
74 Ship.warp2 = Ship.warp * Ship.warp;
75 Ship.warp3 = Ship.warp2 * Ship.warp;
76 dist = 0.75 * Ship.energy / (Ship.warp3 * (Ship.shldup + 1))
    [all...]
checkcond.c 46 ** Various ship conditions are checked. First we check
72 if (Ship.reserves < 0.0)
74 if (Ship.energy <= 0)
76 if (Ship.crew <= 0)
82 if (Quad[Ship.quadx][Ship.quady].stars < 0)
84 if (Quad[Ship.quadx][Ship.quady].stars < 0)
88 killd(Ship.quadx, Ship.quady, 1)
    [all...]
abandon.c 45 ** Abandon Ship
47 ** The ship is abandoned. If your current ship is the Faire
78 if (Ship.ship == QUEENE) {
82 if (Ship.cond != DOCKED) {
89 q = &Quad[Ship.quadx][Ship.quady];
92 Ship.crew);
93 Game.deaths += Ship.crew
    [all...]
setwarp.c 71 Ship.warp = warpfac;
72 Ship.warp2 = Ship.warp * warpfac;
73 Ship.warp3 = Ship.warp2 * warpfac;
dock.c 67 if (Ship.cond == DOCKED) {
73 for (i = Ship.sectx - 1; i <= Ship.sectx + 1 && !ok; i++) {
76 for (j = Ship.secty - 1; j <= Ship.secty + 1; j++) {
92 Ship.energy = Param.energy;
93 Ship.torped = Param.torped;
94 Ship.shield = Param.shield;
95 Ship.crew = Param.crew;
96 Game.captives += Param.brigfree - Ship.brigfree
    [all...]
lrscan.c 67 Ship.quadx, Ship.quady);
70 for (j = Ship.quady - 1; j <= Ship.quady + 1; j++) {
78 for (i = Ship.quadx - 1; i <= Ship.quadx + 1; i++) {
88 for (j = Ship.quady - 1; j <= Ship.quady + 1; j++) {
dumpme.c 65 Ship.quadx = ranf(NQUADS);
66 Ship.quady = ranf(NQUADS);
67 Ship.sectx = ranf(NSECTS);
68 Ship.secty = ranf(NSECTS);
72 printf("%s falls into a black hole.\n", Ship.shipname);
88 Ship.quadx, Ship.quady, Now.date);
help.c 81 if (Ship.cond == DOCKED) {
101 if (Quad[Ship.quadx][Ship.quady].bases <= 0) {
105 dx = Now.base[i].x - Ship.quadx;
106 dy = Now.base[i].y - Ship.quady;
118 Ship.quadx = Now.base[l].x;
119 Ship.quady = Now.base[l].y;
126 Sect[Ship.sectx][Ship.secty] = EMPTY;
127 printf("Starbase in %d,%d responds\n", Ship.quadx, Ship.quady)
    [all...]
move.c 106 if (Ship.sinsbad)
136 Sect[Ship.sectx][Ship.secty] = EMPTY;
137 x = Ship.sectx + 0.5;
138 y = Ship.secty + 0.5;
158 dx = Ship.quadx * NSECTS + Ship.sectx + dx * xn;
159 dy = Ship.quady * NSECTS + Ship.secty + dy * xn;
172 Ship.sectx = x
    [all...]
nova.c 64 if (Sect[x][y] != STAR || Quad[Ship.quadx][Ship.quady].stars < 0)
80 Quad[Ship.quadx][Ship.quady].holes += 1;
82 Quad[Ship.quadx][Ship.quady].stars -= 1;
117 if (Ship.shldup) {
118 if (Ship.shield >= se) {
119 Ship.shield -= se;
122 se -= Ship.shield
    [all...]
ram.c 67 printf("%s rams Klingon at %d,%d\n", Ship.shipname, ix, iy);
81 killb(Ship.quadx, Ship.quady);
88 printf("%s heavily damaged\n", Ship.shipname);
93 Ship.crew -= i;
104 Ship.shldup = 0;
attack.c 62 ** ship and has considerable redundancy) almost never get
89 if (Etc.nkling <= 0 || Quad[Ship.quadx][Ship.quady].stars < 0)
91 if (Ship.cloaked && Ship.cloakgood)
95 if (Ship.cond == DOCKED) {
98 Ship.shipname);
128 if (Ship.shldup || Move.shldchg) {
129 propor = Ship.shield;
132 if (shldabsb > Ship.shield
    [all...]
srscan.c 94 q = &Quad[Ship.quadx][Ship.quady];
118 printf("condition %s", Color[Ship.cond]);
119 if (Ship.cloaked)
123 printf("position %d,%d/%d,%d", Ship.quadx,
124 Ship.quady, Ship.sectx, Ship.secty);
127 printf("warp factor %.1f", Ship.warp);
130 printf("total energy %d", Ship.energy)
    [all...]
warp.c 89 if (Ship.cond == DOCKED) {
90 printf("%s is docked\n", Ship.shipname);
102 power = (dist + 0.05) * Ship.warp3;
103 percent = 100 * power / Ship.energy + 0.5;
113 speed = Ship.warp2 / Param.warptime;
126 if (Ship.warp > 6.0 && ranf(100) < 20 + 15 * (Ship.warp - 6.0)) {
130 repairs = (frac + 1.0) * Ship.warp * (franf() + 0.25) * 0.20;
139 Ship.energy -= dist * Ship.warp3 * (Ship.shldup + 1)
    [all...]
shield.c 78 if (f > 0 && (Ship.shldup || damaged(SRSCAN)))
82 if (Ship.ship == QUEENE) {
91 stat = &Ship.cloaked;
98 stat = &Ship.shldup;
105 if (Ship.cond == DOCKED) {
135 Ship.energy -= Param.shupengy;
137 Ship.cloakgood = 0;
events.c 81 Ship.cloakgood = 1;
148 if (Ship.cond != DOCKED) {
164 if (Ship.quadx == ix && Ship.quady == iy)
168 Ship.quadx = ix;
169 Ship.quady = iy;
172 Ship.shipname);
174 Ship.quadx, Ship.quady);
175 Ship.sectx = ranf(NSECTS)
    [all...]
visual.c 82 ix = Ship.sectx + v->x;
83 iy = Ship.secty + v->y;
90 ix = Ship.sectx + v->x;
91 iy = Ship.secty + v->y;
98 ix = Ship.sectx + v->x;
99 iy = Ship.secty + v->y;
torped.c 82 if (Ship.cloaked) {
89 if (Ship.torped <= 0) {
101 if (Ship.torped < 3) {
143 x = Ship.sectx + 0.5;
144 y = Ship.secty + 0.5;
145 if (Ship.cond != DOCKED)
146 Ship.torped -= 1;
196 killb(Ship.quadx, Ship.quady);
208 if (damaged(TORPED) || Quad[Ship.quadx][Ship.quady].stars < 0
    [all...]
capture.c 69 if (Ship.cloaked) {
70 printf("Ship-ship communications out when cloaked\n");
91 x *= Ship.energy;
106 if (i > Ship.brigfree)
107 i = Ship.brigfree;
108 Ship.brigfree -= i;
impulse.c 58 if (Ship.cond == DOCKED) {
69 percent = 100 * power / Ship.energy + 0.5;
88 Ship.energy -= 20 + 100 * Move.time * 0.095;
snova.c 87 if (Ship.quadx == qx && Ship.quady == qy) {
104 qx = Ship.quadx;
105 qy = Ship.quady;
112 dx = ix - Ship.sectx;
113 dy = iy - Ship.secty;
check_out.c 70 if (Ship.cond != DOCKED)
klmove.c 60 ** equivalent to Ship.sectx and Ship.secty for the starship. Lookx and
96 dx = Ship.sectx - k->x + ranf(3) - 1;
97 dy = Ship.secty - k->y + ranf(3) - 1;
120 qx = Ship.quadx;
121 qy = Ship.quady;
144 motion = Quad[Ship.quadx][Ship.quady]
147 Quad[Ship.quadx][Ship.quady
    [all...]
computer.c 141 if (i == Ship.quadx &&
142 j == Ship.quady) {
181 course = kalc(Ship.quadx, Ship.quady,
190 tqx = Ship.quadx;
191 tqy = Ship.quady;
214 Ship.quadx, Ship.quady, Ship.sectx, Ship.secty
    [all...]
setup.c 125 Param.energy = Ship.energy = 5000;
126 Param.torped = Ship.torped = 10;
127 Ship.ship = ENTERPRISE;
128 Ship.shipname = "Enterprise";
129 Param.shield = Ship.shield = 1500;
131 Param.reserves = Ship.reserves = (6 - Game.skill) * 2.0;
132 Param.crew = Ship.crew = 387;
133 Param.brigfree = Ship.brigfree = 400;
134 Ship.shldup = 1
    [all...]

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