game.direc = -1.0;
- if (game.landed == 1 && !isprobe) {
+ if (game.landed && !isprobe) {
prout(_("Dummy! You can't leave standard orbit until you"));
proutn(_("are back aboard the "));
crmshp();
chew();
/* is captain on planet? */
- if (game.landed==1) {
+ if (game.landed) {
if (damaged(DTRANSP)) {
finish(FPNOVA);
return;
prout(_("You are traveling backwards in time %d stardates."),
(int)(game.state.date-game.snapsht.date));
game.state = game.snapsht;
- game.state.snap = 0;
+ game.state.snap = false;
if (game.state.remcom) {
schedule(FTBEAM, expran(game.intime/game.state.remcom));
schedule(FBATTAK, expran(0.3*game.intime));
for (l = 0; l < game.inplan; l++) {
if (game.state.plnets[l].known == shuttle_down) {
gotit = true;
- if (game.iscraft==1 && game.ship==IHE) {
+ if (game.iscraft == onship && game.ship==IHE) {
prout(_("Checkov- \"Security reports the Galileo has disappeared, Sir!"));
- game.iscraft = 0;
+ game.iscraft = offship;
}
}
}
/* Likewise, if in the original time the Galileo was abandoned, but
was on ship earlier, it would have vanished -- lets restore it */
- if (game.iscraft==0 && !gotit && game.damage[DSHUTTL] >= 0.0) {
+ if (game.iscraft == offship && !gotit && game.damage[DSHUTTL] >= 0.0) {
prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""));
- game.iscraft = 1;
+ game.iscraft = onship;
}
/*
* There used to be code to do the actual reconstrction here,
prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""));
return;
}
- if (game.landed == 1) {
+ if (game.landed) {
proutn(_("You must be aboard the "));
crmshp();
prout(".");
}
if (m > 3) {
game.quad[ix][iy]=IHQUEST;
- game.alive = 0;
+ game.alive = false;
drawmaps(1);
setwnd(message_window);
finish(FMATERIALIZE);