1BSD/trek/play.c

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# 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();
	}
}