}
-void warp(int i)
+void warp(bool timewarp)
{
int blooey=0, twarp=0, iwarp;
double power;
- if (i!=2) { /* Not WARPX entry */
+ if (!timewarp) { /* Not WARPX entry */
game.ididit = 0;
if (game.damage[DWARPEN] > 10.0) {
chew();
game.ididit = 0;
skip(1);
prout("Engineering to bridge--");
- if (game.shldup==0 || 0.5*power > game.energy) {
+ if (!game.shldup || 0.5*power > game.energy) {
iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
if (iwarp <= 0) {
prout("We can't do it, Captain. We haven't the energy.");
}
/* Decide if time warp will occur */
if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
-#ifdef DEBUG
- if (game.idebug &&game.warpfac==10 && twarp==0) {
+ if (idebug && game.warpfac==10 && twarp==0) {
blooey=0;
- proutn("Force time warp? ");
+ proutn("=== Force time warp? ");
if (ja()==1) twarp=1;
}
-#endif
if (blooey || twarp) {
/* If time warp or engine damage, check path */
/* If it is obstructed, don't do warp or damage */
if (distreq < game.dist) game.dist = distreq;
game.optime = 10.0*game.dist/game.wfacsq;
game.direc = 12.0*Rand(); /* How dumb! */
- game.justin = 0;
- game.inorbit = 0;
- warp(2);
- if (game.justin == 0) {
+ game.justin = false;
+ game.inorbit = false;
+ warp(true);
+ if (!game.justin) {
/* This is bad news, we didn't leave quadrant. */
if (game.alldone) return;
skip(1);