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  /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)
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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)
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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))
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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]
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dr_4.c 45 ungrap(struct ship *from, struct ship *to)
62 grap(struct ship *from, struct ship *to)
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,
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)
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)) {
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",
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;
pl_6.c 62 c = sgetch("Repair (hull, guns, rigging)? ", (struct ship *)0, 1);
158 (struct ship *)0, 1);
166 (struct ship *)0, 1);
player.h 91 extern char movebuf[sizeof SHIP(0)->file->movebuf];
94 extern struct ship *ms; /* memorial structure, &cc->ship[player] */
  /src/games/trek/
win.c 78 s >= 1000 && Ship.ship == ENTERPRISE) {
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;
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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