game.ididit = 1;
#if 0
/* Don't worry about this */
- if (future[FTBEAM] <= game.state.date+game.optime && game.state.remcom != 0 && game.condit != IHDOCKED) {
+ if (scheduled(FTBEAM) <= game.state.date+game.optime && game.state.remcom != 0 && game.condit != IHDOCKED) {
/* We are about to be tractor beamed -- operation fails */
return 1;
}
#endif
-// asave = future[FSNOVA];
-// future[FSNOVA] = FOREVER; /* defer supernovas */
- events(); /* Used to avoid if future[FSCMOVE] within time */
-// future[FSNOVA] = asave;
+// asave = scheduled(FSNOVA);
+// unschedule(FSNOVA); /* defer supernovas */
+ events(); /* Used to avoid if FSCMOVE is scheduled within time */
+// schedule(FSNOVA, asave-game.state.time);
/*fails if game over, quadrant super-novas or we've moved to new quadrant*/
if (game.alldone || game.state.galaxy[game.quadx][game.quady].supernova || game.justin != 0) return 1;
return 0;