/* print escape message and move out of quadrant.
We know this if either short or long range sensors are working */
if (!damaged(DSRSENS) || !damaged(DLRSENS) ||
- game.condit == IHDOCKED) {
- crmena(1, ienm, sector, game.ks[loccom]);
+ game.condition == docked) {
+ crmena(true, ienm, sector, game.ks[loccom]);
prout(_(" escapes to %s (and regains strength)."),
cramlc(quadrant, iq));
}
game.kdist[loccom] = game.kdist[game.nenhere];
game.klhere--;
game.nenhere--;
- if (game.condit != IHDOCKED) newcnd();
+ if (game.condition != docked) newcnd();
/* Handle global matters related to escape */
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--;
game.state.galaxy[iq.x][iq.y].klingons++;
}
-static void movebaddy(coord com, int loccom, int ienm)
+static void movebaddy(coord com, int loccom, feature ienm)
/* tactical movement for the bad guys */
{
int motion, mdist, nsteps, mx, my, ll;
/* If SC, check with spy to see if should hi-tail it */
if (ienm==IHS &&
- (game.kpower[loccom] <= 500.0 || (game.condit==IHDOCKED && !damaged(DPHOTON)))) {
+ (game.kpower[loccom] <= 500.0 || (game.condition==docked && !damaged(DPHOTON)))) {
irun = true;
motion = -QUADSIZE;
}
forces += 1000.0;
}
motion = 0;
- if (forces <= 1000.0 && game.condit != IHDOCKED) /* Typical situation */
+ if (forces <= 1000.0 && game.condition != docked) /* Typical situation */
motion = ((forces+200.0*Rand())/150.0) - 5.0;
else {
if (forces > 1000.0) /* Very strong -- move in for kill */
motion = (1.0-square(Rand()))*dist1 + 1.0;
- if (game.condit==IHDOCKED && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
+ if (game.condition==docked && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
motion -= game.skill*(2.0-square(Rand()));
}
if (idebug)
/* it moved */
game.ks[loccom] = next;
game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next);
- if (!damaged(DSRSENS) || game.condit == IHDOCKED) {
+ if (!damaged(DSRSENS) || game.condition == docked) {
proutn("***");
cramen(ienm);
proutn(_(" from %s"), cramlc(2, com));
game.kpower[i] = game.kpower[game.nenhere];
game.klhere--;
game.nenhere--;
- if (game.condit!=IHDOCKED) newcnd();
+ if (game.condition!=docked) newcnd();
sortkl();
}
/* check for a helpful planet */
/* destroy the planet */
DESTROY(&game.state.plnets[i]);
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET;
- if (!damaged(DRADIO) || game.condit == IHDOCKED) {
- if (*ipage==0) pause_game(1);
+ if (!damaged(DRADIO) || game.condition == docked) {
+ if (*ipage==0) pause_game(true);
*ipage = 1;
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
proutn(_(" a planet in "));
schedule(FSCDBAS, 1.0 +2.0*Rand());
if (is_scheduled(FCDBAS))
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
- if (damaged(DRADIO) && game.condit != IHDOCKED)
+ if (damaged(DRADIO) && game.condition != docked)
return; /* no warning */
game.iseenit = true;
- if (*ipage == 0) pause_game(1);
+ if (*ipage == 0) pause_game(true);
*ipage=1;
proutn(_("Lt. Uhura- \"Captain, the starbase in "));
proutn(cramlc(quadrant, game.state.kscmdr));
if (
!idebug &&
(Rand() > 0.2 ||
- (damaged(DRADIO) && game.condit != IHDOCKED) ||
+ (damaged(DRADIO) && game.condition != docked) ||
!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
return;
- if (*ipage==0) pause_game(1);
+ if (*ipage==0) pause_game(true);
*ipage = 1;
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"));
proutn(_(" the Super-commander is in "));