int key;
enum {NONE, SHUP, SHDN, NRG} action = NONE;
- game.ididit = 0;
+ game.ididit = false;
if (i == 2) action = SHUP;
else {
game.shldup=false;
game.shldchg=1;
prout(_("Shields lowered."));
- game.ididit=1;
+ game.ididit = true;
return;
case NRG:
while (scan() != IHREAL) {
prout(_("Engineering to bridge--"));
prout(_(" Scott here. Power circuit problem, Captain."));
prout(_(" I can't drain the shields."));
- game.ididit = 0;
+ game.ididit = false;
return;
}
if (game.shield+aaitem < 0) {
double r, dummy;
int key, n, i, osuabor;
- game.ididit = 0;
+ game.ididit = false;
if (damaged(DPHOTON)) {
prout(_("Photon tubes damaged."));
if (targetcheck(targ[i][1], targ[i][2], &course[i])) return;
}
}
- game.ididit = 1;
+ game.ididit = true;
/* Loop for moving <n> torpedoes */
osuabor = 0;
for (i = 1; i <= n && !osuabor; i++) {
}
if (powrem > 0.0) extra += powrem;
hittem(hits);
- game.ididit=1;
+ game.ididit = true;
}
if (extra > 0 && game.alldone == 0) {
if (game.ithere) {
if (checkshctrl(rpow)) return;
}
hittem(hits);
- game.ididit=1;
+ game.ididit = true;
case NOTSET:; /* avoid gcc warning */
}
/* Say shield raised or malfunction, if necessary */
}
static bool cancelrest(void)
+/* rest period is interrupted by event */
{
if (game.resting) {
skip(1);
}
void events(void)
+/* run through the event queue looking for things to do */
{
int istract=0, evcode, i=0, j, k, l;
double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
void wait(void)
+/* wait on events */
{
int key;
double temp, delay, origTime;
- game.ididit = 0;
+ game.ididit = false;
for (;;) {
key = scan();
if (key != IHEOL) break;
if (game.optime < delay) attack(0);
if (game.alldone) return;
events();
- game.ididit = 1;
+ game.ididit = true;
if (game.alldone) return;
delay -= temp;
/* Repair Deathray if long rest at starbase */
}
void nova(int ix, int iy)
+/* star goes nova */
{
static double course[] =
{0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5};
void snova(int insx, int insy)
+/* star goes supernova */
{
int comdead, nsx, nsy, num=0, kldead, iscdead;
int nrmdead, npdead;
- int incipient=0;
+ bool incipient = false;
coord nq;
nq.x = nq.y = 0;
}
else {
/* we are in the quadrant! */
- incipient = 1;
+ incipient = true;
num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
for_sectors(nsx) {
for_sectors(nsy) {
}
}
else {
- incipient = 1;
+ incipient = true;
}
if (incipient) {
game.state.nromrem -= nrmdead;
npdead = num - nrmdead*10;
if (npdead) {
- int l;
- for (l = 0; l < game.inplan; l++)
- if (same(game.state.plnets[l].w, nq)) {
- DESTROY(&game.state.plnets[l]);
+ int loop;
+ for (loop = 0; loop < game.inplan; loop++)
+ if (same(game.state.plnets[loop].w, nq)) {
+ DESTROY(&game.state.plnets[loop]);
}
}
/* Destroy any base in supernovaed quadrant */
if (game.state.rembase) {
- int maxloop = game.state.rembase, l;
- for (l = 1; l <= maxloop; l++)
- if (same(game.state.baseq[l], nq)) {
- game.state.baseq[l] = game.state.baseq[game.state.rembase];
+ int maxloop = game.state.rembase, loop;
+ for (loop = 1; loop <= maxloop; loop++)
+ if (same(game.state.baseq[loop], nq)) {
+ game.state.baseq[loop] = game.state.baseq[game.state.rembase];
game.state.baseq[game.state.rembase].x = game.state.baseq[game.state.rembase].y = 0;
game.state.rembase--;
break;
if (same(game.quadrant, nq) || !damaged(DRADIO) || game.condit == IHDOCKED)
game.state.galaxy[nq.x][nq.y].supernova = true;
/* If supernova destroys last Klingons give special message */
- if (KLINGREM==0 && (nq.x != game.quadrant.x || nq.y != game.quadrant.y)) {
+ if (KLINGREM==0 && !same(nq, game.quadrant)) {
skip(2);
if (insx == 0) prout(_("Lucky you!"));
proutn(_("A supernova in %s has just destroyed the last Klingons."),