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📄 checkcond.c

📁 <B>Digital的Unix操作系统VAX 4.2源码</B>
💻 C
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#ifndef lintstatic char sccsid[] = "@(#)checkcond.c	4.1	(Berkeley)	3/23/83";#endif not lint# include	"trek.h"/***  Check for Condition After a Move****	Various ship conditions are checked.  First we check**	to see if we have already lost the game, due to running**	out of life support reserves, running out of energy,**	or running out of crew members.  The check for running**	out of time is in events().****	If we are in automatic override mode (Etc.nkling < 0), we**	don't want to do anything else, lest we call autover**	recursively.****	In the normal case, if there is a supernova, we call**	autover() to help us escape.  If after calling autover()**	we are still in the grips of a supernova, we get burnt**	up.****	If there are no Klingons in this quadrant, we nullify any**	distress calls which might exist.****	We then set the condition code, based on the energy level**	and battle conditions.*/checkcond(){	register int		i, j;	/* see if we are still alive and well */	if (Ship.reserves < 0.0)		lose(L_NOLIFE);	if (Ship.energy <= 0)		lose(L_NOENGY);	if (Ship.crew <= 0)		lose(L_NOCREW);	/* if in auto override mode, ignore the rest */	if (Etc.nkling < 0)		return;	/* call in automatic override if appropriate */	if (Quad[Ship.quadx][Ship.quady].stars < 0)		autover();	if (Quad[Ship.quadx][Ship.quady].stars < 0)		lose(L_SNOVA);	/* nullify distress call if appropriate */	if (Etc.nkling <= 0)		killd(Ship.quadx, Ship.quady, 1);	/* set condition code */	if (Ship.cond == DOCKED)		return;	if (Etc.nkling > 0)	{		Ship.cond = RED;		return;	}	if (Ship.energy < Param.energylow)	{		Ship.cond = YELLOW;		return;	}	Ship.cond = GREEN;	return;}

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