}
#endif
// asave = future[FSNOVA];
-// future[FSNOVA] = 1e30; /* defer supernovas */
+// future[FSNOVA] = FOREVER; /* defer supernovas */
events(); /* Used to avoid if future[FSCMOVE] within time */
// future[FSNOVA] = asave;
/*fails if game over, quadrant super-novas or we've moved to new quadrant*/
}
if (plnetx == 0 || abs(sectx-plnetx) > 1 || abs(secty-plnety) > 1) {
crmshp();
- prout(" not adjacent to planet.\n");
+ prout(" not adjacent to planet.");
+ skip(1);
return;
}
Time = 0.02+0.03*Rand();
ididit=1;
}
-void sensor(int force)
+void sensor(void)
{
skip(1);
chew();
prout("Short range sensors damaged.");
return;
}
- if (!plnetx && ((game.state.plnets[iplnet].known == unknown || force))) {
+ if (!plnetx && (game.options & OPTION_TTY)) {
prout("Spock- \"No planet in this quadrant, Captain.\"");
return;
}
- if ((plnetx != 0)&&(game.state.plnets[iplnet].known == unknown)) {
+ if ((plnetx != 0)&& (game.state.plnets[iplnet].known == unknown)) {
prout("Spock- \"Sensor scan for %s-", cramlc(quadrant, quadx, quady));
skip(1);
prout(" Planet at %s is of class %s.",