Loading amiga/human.c +0 −61 Original line number Diff line number Diff line Loading @@ -15,64 +15,3 @@ int show1,show2; int showpla1,showpla2; int sort[STARNO],dis[STARNO],sortsta; human(pla) int pla; { int i; struct NCommand c; c.com=DUMMY; screen1=PLAYERSUMMARY; screen2=CLEAR; sortsta=-1; make_displ(pla); while((c.com=input_action(0,pla))>=0) { switch(c.com) { case POSSESS: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); break; case LAND: c.par[0]=input_task(1,pla); c.par[1]=input_planet(2,pla); break; case CARRY: c.par[0]=input_task(1,pla); input_ships_task(2,pla,&c); break; case DESTINATION: c.par[0]=input_task(1,pla); c.par[1]=input_star(2,pla); break; case EMIGRATION: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); c.par[2]=input_number(3,pla,star[c.par[0]].planet[c.par[1]].population); break; case JOIN: input_many_tasks(1,pla,&c); break; case KILL: c.par[0]=input_star(1,pla); c.par[1]=input_planet_or_ret(2,pla); break; case SPLIT: c.par[0]=input_task(1,pla); input_ships_task(2,pla,&c); break; case PRODUCE: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); c.par[2]=input_product(3,pla,general.techlevel[pla]); break; case DECLARE: c.par[0]=input_player(1,pla); c.par[1]=input_status(2,pla,general.relation[pla][c.par[0]]); break; default:break;/*ERROR*/ } do_command(pla,&c); make_displ(pla); } } amiga/human_human.c 0 → 100644 +63 −0 Original line number Diff line number Diff line #include "main.h" human(pla) int pla; { int i; struct NCommand c; c.com=DUMMY; screen1=PLAYERSUMMARY; screen2=CLEAR; sortsta=-1; make_displ(pla); while((c.com=input_action(0,pla))>=0) { switch(c.com) { case POSSESS: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); break; case LAND: c.par[0]=input_task(1,pla); c.par[1]=input_planet(2,pla); break; case CARRY: c.par[0]=input_task(1,pla); input_ships_task(2,pla,&c); break; case DESTINATION: c.par[0]=input_task(1,pla); c.par[1]=input_star(2,pla); break; case EMIGRATION: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); c.par[2]=input_number(3,pla,star[c.par[0]].planet[c.par[1]].population); break; case JOIN: input_many_tasks(1,pla,&c); break; case KILL: c.par[0]=input_star(1,pla); c.par[1]=input_planet_or_ret(2,pla); break; case SPLIT: c.par[0]=input_task(1,pla); input_ships_task(2,pla,&c); break; case PRODUCE: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); c.par[2]=input_product(3,pla,general.techlevel[pla]); break; case DECLARE: c.par[0]=input_player(1,pla); c.par[1]=input_status(2,pla,general.relation[pla][c.par[0]]); break; default:break;/*ERROR*/ } do_command(pla,&c); make_displ(pla); } } Loading
amiga/human.c +0 −61 Original line number Diff line number Diff line Loading @@ -15,64 +15,3 @@ int show1,show2; int showpla1,showpla2; int sort[STARNO],dis[STARNO],sortsta; human(pla) int pla; { int i; struct NCommand c; c.com=DUMMY; screen1=PLAYERSUMMARY; screen2=CLEAR; sortsta=-1; make_displ(pla); while((c.com=input_action(0,pla))>=0) { switch(c.com) { case POSSESS: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); break; case LAND: c.par[0]=input_task(1,pla); c.par[1]=input_planet(2,pla); break; case CARRY: c.par[0]=input_task(1,pla); input_ships_task(2,pla,&c); break; case DESTINATION: c.par[0]=input_task(1,pla); c.par[1]=input_star(2,pla); break; case EMIGRATION: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); c.par[2]=input_number(3,pla,star[c.par[0]].planet[c.par[1]].population); break; case JOIN: input_many_tasks(1,pla,&c); break; case KILL: c.par[0]=input_star(1,pla); c.par[1]=input_planet_or_ret(2,pla); break; case SPLIT: c.par[0]=input_task(1,pla); input_ships_task(2,pla,&c); break; case PRODUCE: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); c.par[2]=input_product(3,pla,general.techlevel[pla]); break; case DECLARE: c.par[0]=input_player(1,pla); c.par[1]=input_status(2,pla,general.relation[pla][c.par[0]]); break; default:break;/*ERROR*/ } do_command(pla,&c); make_displ(pla); } }
amiga/human_human.c 0 → 100644 +63 −0 Original line number Diff line number Diff line #include "main.h" human(pla) int pla; { int i; struct NCommand c; c.com=DUMMY; screen1=PLAYERSUMMARY; screen2=CLEAR; sortsta=-1; make_displ(pla); while((c.com=input_action(0,pla))>=0) { switch(c.com) { case POSSESS: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); break; case LAND: c.par[0]=input_task(1,pla); c.par[1]=input_planet(2,pla); break; case CARRY: c.par[0]=input_task(1,pla); input_ships_task(2,pla,&c); break; case DESTINATION: c.par[0]=input_task(1,pla); c.par[1]=input_star(2,pla); break; case EMIGRATION: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); c.par[2]=input_number(3,pla,star[c.par[0]].planet[c.par[1]].population); break; case JOIN: input_many_tasks(1,pla,&c); break; case KILL: c.par[0]=input_star(1,pla); c.par[1]=input_planet_or_ret(2,pla); break; case SPLIT: c.par[0]=input_task(1,pla); input_ships_task(2,pla,&c); break; case PRODUCE: c.par[0]=input_star(1,pla); c.par[1]=input_planet(2,pla); c.par[2]=input_product(3,pla,general.techlevel[pla]); break; case DECLARE: c.par[0]=input_player(1,pla); c.par[1]=input_status(2,pla,general.relation[pla][c.par[0]]); break; default:break;/*ERROR*/ } do_command(pla,&c); make_displ(pla); } }