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Get rid of obnoxious iattak global.
[super-star-trek.git]
/
src
/
moving.c
diff --git
a/src/moving.c
b/src/moving.c
index 534c13f1e9277c63d2f3d3fd840b0db399ce573a..948cdb40c73402a78f68940cda09899fae906876 100644
(file)
--- a/
src/moving.c
+++ b/
src/moving.c
@@
-4,8
+4,8
@@
static void getcd(bool, int);
static void getcd(bool, int);
-void imove(
void
)
-/* movement execution for warp, impule, supernova, and tractor-beam events */
+void imove(
bool novapush
)
+/* movement execution for warp, impul
s
e, supernova, and tractor-beam events */
{
double angle, deltax, deltay, bigger, x, y,
finald, stopegy, probf;
{
double angle, deltax, deltay, bigger, x, y,
finald, stopegy, probf;
@@
-51,7
+51,7
@@
void imove(void)
if (!VALID_SECTOR(w.x, w.y)) {
/* Leaving quadrant -- allow final enemy attack */
/* Don't do it if being pushed by Nova */
if (!VALID_SECTOR(w.x, w.y)) {
/* Leaving quadrant -- allow final enemy attack */
/* Don't do it if being pushed by Nova */
- if (game.nenhere != 0 &&
game.iattak != 2
) {
+ if (game.nenhere != 0 &&
!novapush
) {
newcnd();
for_local_enemies(m) {
finald = distance(w, game.ks[m]);
newcnd();
for_local_enemies(m) {
finald = distance(w, game.ks[m]);
@@
-197,12
+197,11
@@
no_quad_change:
game.kdist[m] = finald;
}
sortkl();
game.kdist[m] = finald;
}
sortkl();
- if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova
&& game.iattak == 0
)
+ if (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
attack(false);
for_local_enemies(m) game.kavgd[m] = game.kdist[m];
}
newcnd();
attack(false);
for_local_enemies(m) game.kavgd[m] = game.kdist[m];
}
newcnd();
- game.iattak = 0;
drawmaps(0);
setwnd(message_window);
return;
drawmaps(0);
setwnd(message_window);
return;
@@
-477,7
+476,7
@@
void impuls(void)
if (ja() == false) return;
}
/* Activate impulse engines and pay the cost */
if (ja() == false) return;
}
/* Activate impulse engines and pay the cost */
- imove();
+ imove(
false
);
game.ididit = true;
if (game.alldone) return;
power = 20.0 + 100.0*game.dist;
game.ididit = true;
if (game.alldone) return;
power = 20.0 + 100.0*game.dist;
@@
-605,7
+604,7
@@
void warp(bool timewarp)
/* Activate Warp Engines and pay the cost */
/* Activate Warp Engines and pay the cost */
- imove();
+ imove(
false
);
if (game.alldone) return;
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
if (game.energy <= 0) finish(FNRG);
if (game.alldone) return;
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
if (game.energy <= 0) finish(FNRG);