/src/games/sail/ |
extern.h | 46 extern bool randomize; /* -x, give first available ship */ 116 struct ship *toship; 151 struct ship *captured; /* 68 */ 172 struct ship { struct 188 struct ship ship[NSHIP]; /* 16 */ member in struct:scenario 216 extern struct ship *ls; /* &cc->ship[cc->vessels] */ 218 #define SHIP(s) (&cc->ship[s] [all...] |
sync.c | 100 static void recv_captain(struct ship *ship, const char *astr); 101 static void recv_captured(struct ship *ship, long a); 102 static void recv_class(struct ship *ship, long a); 103 static void recv_crew(struct ship *ship, long a, long b, long c); 104 static void recv_dbp(struct ship *ship, long a, long b, long c, long d) [all...] |
game.c | 46 maxturns(struct ship *ship, bool *af) 50 turns = ship->specs->ta; 51 *af = (ship->file->drift > 1 && turns); 54 if (ship->file->FS == 1) 61 maxmove(struct ship *ship, int dir, int fs) 65 Move = ship->specs->bs; 66 if (!ship->specs->rig1) 68 if (!ship->specs->rig2 [all...] |
parties.c | 45 meleeing(struct ship *from, struct ship *to) 57 boarding(struct ship *from, int isdefense) 69 unboard(struct ship *ship, struct ship *to, int isdefense) 71 struct BP *p = isdefense ? ship->file->DBP : ship->file->OBP; 76 (p->toship == to || isdefense || ship == to)) { 78 send_dbp(ship, n, 0, 0, 0) [all...] |
pl_4.c | 58 (struct ship *)0, 1) == 'y') { 64 (struct ship *)0, 1) == 'y') { 91 struct ship *sp; 95 sgetstr("What ship? ", buf, sizeof buf); 107 saywhat(struct ship *sp, int flag) 122 eyeball(struct ship *ship) 126 if (ship->file->dir != 0) { 128 range(ms, ship), saywhat(ship, 0)) [all...] |
lo_main.c | 74 struct ship *ship; local in function:lo_curses 109 ship = &scene[log.l_gamenum].ship[log.l_shipnum]; 112 title[n++], sbuf, ship->shipname, log.l_netpoints, 113 (float) log.l_netpoints / ship->specs->pts); 129 struct ship *ship; local in function:lo_main 151 ship = &scene[log.l_gamenum].ship[log.l_shipnum] [all...] |
dr_4.c | 45 ungrap(struct ship *from, struct ship *to) 62 grap(struct ship *from, struct ship *to)
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dr_3.c | 47 static int is_isolated(struct ship *); 48 static int push(struct ship *, struct ship *); 49 static void step(struct ship *, int, char *); 55 struct ship *sp, *sq; 65 struct ship *closest; 193 struct ship *sp; 202 is_isolated(struct ship *ship) 204 struct ship *sp [all...] |
dr_5.c | 45 subtract(struct ship *from, struct ship *fromcap, int totalfrom, int crewfrom[3], 69 mensent(struct ship *from, struct ship *to, int crew[3], struct ship **captured,
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assorted.c | 45 static void strike(struct ship *, struct ship *); 48 table(struct ship *from, struct ship *on, 249 Cleansnag(struct ship *from, struct ship *to, int all, int flag) 274 strike(struct ship *ship, struct ship *from) 278 if (ship->file->struck [all...] |
dr_2.c | 51 static int score(struct ship *, struct ship *, char *, size_t, int); 52 static void move_ship(struct ship *, const char *, unsigned char *, 54 static void try(struct ship *f, struct ship *t, 65 struct ship *sp, *sq; 96 struct ship *sp, *sq; 134 struct ship *sp; 163 closeon(struct ship *from, struct ship *to, char *command, size_t commandmax [all...] |
misc.c | 56 range(struct ship *from, struct ship *to) 82 struct ship * 83 closestenemy(struct ship *from, int side, int anyship) 85 struct ship *sp; 88 struct ship *closest = 0; 138 gunsbear(struct ship *from, struct ship *to) 160 portside(struct ship *from, struct ship *on, int quick [all...] |
dr_1.c | 48 static int fightitout(struct ship *, struct ship *, int); 53 struct ship *sp; 54 struct ship *to; 77 struct ship *sp, *sq; 139 fightitout(struct ship *from, struct ship *to, int key) 141 struct ship *fromcap, *tocap; 239 struct ship *sp, *sq; 271 struct ship *sp [all...] |
pl_5.c | 51 static void parties(struct ship *, int *, int, int); 88 Msg("Ship can't turn that fast."); 159 struct ship *sp; 202 (struct ship *)0, 1); 208 parties(struct ship *to, int *crew, int isdefense, int buf)
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pl_7.c | 92 char movebuf[sizeof SHIP(0)->file->movebuf]; 94 struct ship *ms; /* memorial structure, &cc->ship[player] */ 399 Signal(const char *fmt, struct ship *ship, ...) 407 va_start(ap, ship); 412 fmtship(format, sizeof(format), fmt, ship); 438 prompt(const char *p, struct ship *ship) 442 fmtship(buf, sizeof(buf), p, ship); 1172 struct ship *ship; local in function:drawpicker [all...] |
pl_2.c | 101 struct ship *sp; 108 switch (sgetch("~ ", (struct ship *)0, 0)) {
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pl_main.c | 60 struct ship *sp; 66 ls = SHIP(cc->vessels); 75 sp->file->index = sp - SHIP(0); 92 struct ship *sp; 115 printf("Your ship is the %s, a %d gun %s (%s crew).\n",
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pl_3.c | 58 struct ship *closest; 105 (struct ship *)0, 1)) { 117 if (sgetch("Fire? ", (struct ship *)0, 1) == 'n') { 220 struct ship *sp; 260 struct ship *to;
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pl_6.c | 62 c = sgetch("Repair (hull, guns, rigging)? ", (struct ship *)0, 1); 158 (struct ship *)0, 1); 166 (struct ship *)0, 1);
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player.h | 91 extern char movebuf[sizeof SHIP(0)->file->movebuf]; 94 extern struct ship *ms; /* memorial structure, &cc->ship[player] */
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/src/games/trek/ |
win.c | 78 s >= 1000 && Ship.ship == ENTERPRISE) {
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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...] |
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;
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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...] |
score.c | 117 if (Ship.ship != ENTERPRISE) { 119 scoreitem(-200, "penalty for abandoning ship");
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