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COMMON.EMP
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C THIS FILE IS TO BE INCLUDED, IT CONTAINS COMMON STATEMENTS
C FOR GLOBAL SYMBOLS.
IMPLICIT INTEGER (A-Z)
PARAMETER BELL="7,ADMFF="32,ADDSFF=12
PARAMETER IAR=0,IFI=500,IDE=700,ISU=900,ITT=1100,ICR=1200,
& ICA=1300,IBA=1400,IAR2=1500,IFI2=2000,
& IDE2=2200,ISU2=2400,ITT2=2600,ICR2=2700,ICA2=2800,
& IBA2=2900,IDEH=0,ISUH=200,ITTH=400,ICRH=500,ICAH=600,
& IBAH=700,IDE2H=800,ISU2H=1000,ITT2H=1200,ICR2H=1300,
& ICA2H=1400,IBA2H=1500
REAL EXPLOR,AGGR,GETTAB
REAL ATTACK,BLAH,RAN,C1,P,POSCHK,STASIS,EDGER,CODER
LOGICAL SPECAL,PASS,ADDS,CROWD,IZAP,PAS
COMMON/MODE/MODE,ADDS,JECTOR,ISEC
COMMON/KXK/IADJST,FF
COMMON/PASS/PASS
COMMON/CODE/CODE(1500)
COMMON/IARROW/IARROW(0:9)
COMMON/COD/CODER
COMMON/X/X(70)
COMMON/CITY/FOUND(70),OWNER(70),PHASE(70)
COMMON/MISC1/TARGET(70),AR2S(500),RANGE(200),RANG(200)
COMMON/P1/PHAZE(16)
COMMON/MISC2/LOCI(10,11),NUMBER(18),LIMIT(16),MDATE,Z3
COMMON/TEST2/SUCCES,FAILUR
COMMON/ARMTOT/ARMTOT(20)
COMMON/TROOP/TROOPT(6,5)
COMMON/FIPATH/FIPATH(70)
COMMON/G2/G2(100)
COMMON/MAP/MAPS(2574),D(300),KLIP
COMMON/LOCS/LOCS(1200)
COMMON/J1TS/J1TS(178)
COMMON/MYCOD/MYCOD2(750)
DATA FF/ADMFF/
C EXPLOR: THIS IS SET TO 1 IF THE ENEMY SHIP IS TO EXPLORE UNKNOWN
C TERRITORY ADJACENT TO IT, 0 IF NOT.
C AGGR: THIS IS A MEASURE OF THE ENEMY SHIPS AGGRESSIVENESS,
C THIS VALUE IS ADDED TO THE COST-EFFECTIVENESS OF ATTACKING AN
C ENEMY UNIT TO DETERMINE IF THE SHIP WILL ATTACK OR RUN FROM THE
C ENEMY.
C BLAH: RANDOM VARIABLE
C CODER: USED FOR DEBUG FLAG
C PASS: SET TO .TRUE. IF IT IS A PRIVILEGED USER
C CROWD: USED IF CITY IS SURROUNDED BY ARMIES
C IZAP: MAILED TO GAME; .TRUE.=SAVE GAME, .FALSE.=INITIALIZE
C MODE: 1=IN MODE 2, 0=IN MODE 1
C KURSOR: SET TO POSITION OF CURSOR
C JECTOR: SECTOR PROGRAM IS LOOKING AT
C ISEC: SECTOR TERMINAL IS SHOWING
C IADJST: SUBTRACTED FROM Z6 SO CURSOR WILL NOT BE MOVED OFF SCREEN
C CODE: CONTAINS A NUMBER THAT DETERMINES WHAT THAT COMPUTER CRAFT
C IS ASSIGNED TO DO, IS SEPERATED INTO 2 NUMBERS, IFO AND ILA. IFO
C GIVES THE FUNCTION, ILA GIVES DETAILS.
C IARROW: ADDED TO Z6 SO MOVES [1,2,3,4,5,6,7,8,9] ARE CONVERTED
C TO [+1,-99,-100,-101,ETC.]
C X: LOCATIONS OF CITIES
C FOUND: COMPLETION DATES FOR CITIES
C OWNER: WHO OWNS THE CITY: 0>NOBODY, 1>PLAYER, 2>COMPUTER
C PHASE: PHASE OF CITY
C FIPATH: STASIS # TO BE GIVEN TO FIGHTER IN THAT CITY
C ALL CITIES ARE REFERENCED BY CITY NUMBER, AS IN X(N)=LOC OF CITY #N
.