newqad(false);
/* Adjust finish time to time of tractor beaming */
fintim = game.state.date+game.optime;
- attack(0);
+ attack(false);
if (game.state.remcom <= 0) unschedule(FTBEAM);
else schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom));
break;
if (rtime < temp) temp = rtime;
game.optime = temp;
}
- if (game.optime < delay) attack(0);
+ if (game.optime < delay) attack(false);
if (game.alldone) return;
events();
game.ididit = true;
* are present and your skill is good.
*/
if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
- attack(0);
+ attack(false);
if (game.alldone) return;
}
/* compute final position -- new quadrant and sector */
prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
game.quad[game.sector.x][game.sector.y] = game.ship;
newqad(false);
- if (game.skill>SKILL_NOVICE) attack(0);
+ if (game.skill>SKILL_NOVICE) attack(false);
return;
}
iquad = game.quad[w.x][w.y];
}
sortkl();
if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova && game.iattak == 0)
- attack(0);
+ attack(false);
for_local_enemies(m) game.kavgd[m] = game.kdist[m];
}
newcnd();
waitfor();
newqad(false);
if (game.nenhere-iqhere-game.ithere) game.shldup = true;
- if (game.neutz) attack(0); // bad luck to start in a Romulan Neutral Zone
+ if (game.neutz) attack(false); // bad luck to start in a Romulan Neutral Zone
}
bool choose(bool needprompt)
}
break;
case DOCK: // dock
- dock(1);
- if (game.ididit) attack(0);
+ dock(true);
+ if (game.ididit) attack(false);
break;
case DAMAGES: // damages
dreprt();
continue;
}
if (hitme && !game.justin) {
- attack(2);
+ attack(true);
if (game.alldone) break;
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
atover(false);