# include "trek.h" # include "getpar.h" /* ** INSTRUCTION READ AND MAIN PLAY LOOP ** ** Well folks, this is it. Here we have the guts of the game. ** This routine executes moves. It sets up per-move variables, ** gets the command, and executes the command. After the command, ** it calls events() to use up time, attack() to have Klingons ** attack if the move was not free, and checkcond() to check up ** on how we are doing after the move. */ struct cvntab Comtab[] { "abandon", "", &abandon, 0, "ca", "pture", &capture, 0, "cl", "oak", &shield, -1, "c", "omputer", &computer, 0, "da", "mages", &dcrept, 0, "destruct", "", &destruct, 0, "do", "ck", &dock, 0, "help", "", &help, 0, "i", "mpulse", &impulse, 0, "l", "rscan", &lrscan, 0, "m", "ove", &warp, 0, "p", "hasers", &phaser, 0, "ram", "", &warp, 1, "dump", "", &dumpgame, 0, "r", "est", &rest, 0, "shell", "", &shell, 0, "sh", "ield", &shield, 0, "s", "rscan", &srscan, 0, "st", "atus", &srscan, -1, "terminate", "", &reset, 0, "t", "orpedo", &torped, 0, "u", "ndock", &undock, 0, "v", "isual", &visual, 0, "w", "arp", &setwarp, 0, 0 }; play() { struct cvntab *r; while (1) { Move.free = 1; Move.time = 0.0; Move.shldchg = 0; Move.newquad = 0; Move.resting = 0; skiptonl(0); r = getcodpar("\nCommand", Comtab); (*r->value)(r->value2); events(0); attack(0); checkcond(); } }