abandn();
break;
case DESTRUCT: // Self Destruct
- dstrct();
+ selfdestruct();
break;
case SAVE: // Save Game
freeze(false);
if (game.tourn && game.alldone) {
proutn("Do you want your score recorded?");
- if (ja()) {
+ if (ja() == true) {
chew2();
freeze(false);
}
return buf;
}
-void crmena(int i, int enemy, int key, coord w)
+void crmena(bool stars, int enemy, enum loctype key, coord w)
{
- if (i == 1) proutn("***");
+ if (stars) proutn("***");
cramen(enemy);
proutn(" at ");
proutn(cramlc(key, w));
void debugme(void)
{
proutn("Reset levels? ");
- if (ja() != 0) {
+ if (ja() == true) {
if (game.energy < game.inenrg) game.energy = game.inenrg;
game.shield = game.inshld;
game.torps = game.intorps;
game.lsupres = game.inlsr;
}
proutn("Reset damage? ");
- if (ja() != 0) {
+ if (ja() == true) {
int i;
for (i=0; i < NDEVICES; i++)
if (game.damage[i] > 0.0)
game.damage[i] = 0.0;
}
proutn("Toggle debug flag? ");
- if (ja() != 0) {
+ if (ja() == true) {
idebug = !idebug;
if (idebug) prout("Debug output ON");
else prout("Debug output OFF");
}
proutn("Cause selective damage? ");
- if (ja() != 0) {
+ if (ja() == true) {
int i, key;
for (i=0; i < NDEVICES; i++) {
proutn("Kill ");
}
}
proutn("Examine/change events? ");
- if (ja() != 0) {
+ if (ja() == true) {
event *ev;
coord w;
int i;
chew();
}
proutn("Induce supernova here? ");
- if (ja()) {
+ if (ja() == true) {
game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;
atover(true);
}