skip(1);
prout(_("Entering %s."), cramlc(quadrant, game.quadrant));
game.quad[game.sector.x][game.sector.y] = game.ship;
- newqad(0);
+ newqad(false);
if (game.skill>SKILL_NOVICE) attack(0);
return;
}
return;
}
-void dock(int l)
+void dock(bool verbose)
{
chew();
- if (game.condit == IHDOCKED && l) {
+ if (game.condit == IHDOCKED && verbose) {
prout(_("Already docked."));
return;
}
return;
}
game.condit = IHDOCKED;
- if (l) prout(_("Docked."));
+ if (verbose) prout(_("Docked."));
game.ididit=1;
if (game.energy < game.inenrg) game.energy = game.inenrg;
game.shield = game.inshld;
game.torps = game.intorps;
game.lsupres = game.inlsr;
+ game.state.crew = FULLCREW;
if (!damaged(DRADIO) &&
(is_scheduled(FCDBAS) || game.isatb == 1) && game.iseenit == 0) {
/* get attack report from base */
postpone(FTBEAM, game.optime);
game.damage[DRADIO] += game.optime;
}
- newqad(0);
+ newqad(false);
events(); /* Stas Sergeev added this -- do pending events */
}
}
/* Since starbase not in quadrant, set up new quadrant */
game.quadrant = game.state.baseq[line];
- newqad(1);
+ newqad(true);
}
/* dematerialize starship */
game.quad[game.sector.x][game.sector.y]=IHDOT;