2 * events.c -- event-queue handling
4 * This isn't a real event queue a la BSD Trek yet -- you can only have one
5 * event of each type active at any given time. Mostly these means we can
6 * only have one FDISTR/FENSLV/FREPRO sequence going at any given time;
7 * BSD Trek, from which we swiped the idea, can have up to 5.
12 event *unschedule(int evtype)
13 /* remove an event from the schedule */
15 game.future[evtype].date = FOREVER;
16 return &game.future[evtype];
19 int is_scheduled(int evtype)
20 /* is an event of specified type scheduled */
22 return game.future[evtype].date != FOREVER;
25 double scheduled(int evtype)
26 /* when will this event happen? */
28 return game.future[evtype].date;
31 event *schedule(int evtype, double offset)
32 /* schedule an event of specified type */
34 game.future[evtype].date = game.state.date + offset;
35 return &game.future[evtype];
38 void postpone(int evtype, double offset)
39 /* postpone a scheduled event */
41 game.future[evtype].date += offset;
44 static bool cancelrest(void)
45 /* rest period is interrupted by event */
49 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
61 /* run through the event queue looking for things to do */
63 int evcode, i=0, j, k, l;
64 double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
65 bool radio_was_broken, ictbeam = false, istract = false;
66 struct quadrant *pdest, *q;
71 prout("=== EVENTS from %.2f to %.2f:", game.state.date, fintim);
72 for (i = 1; i < NEVENTS; i++) {
74 case FSNOVA: proutn("=== Supernova "); break;
75 case FTBEAM: proutn("=== T Beam "); break;
76 case FSNAP: proutn("=== Snapshot "); break;
77 case FBATTAK: proutn("=== Base Attack "); break;
78 case FCDBAS: proutn("=== Base Destroy "); break;
79 case FSCMOVE: proutn("=== SC Move "); break;
80 case FSCDBAS: proutn("=== SC Base Destroy "); break;
81 case FDSPROB: proutn("=== Probe Move "); break;
82 case FDISTR: proutn("=== Distress Call "); break;
83 case FENSLV: proutn("=== Enslavement "); break;
84 case FREPRO: proutn("=== Klingon Build "); break;
87 prout("%.2f", scheduled(i));
94 radio_was_broken = damaged(DRADIO);
98 /* Select earliest extraneous event, evcode==0 if no events */
103 for (l = 1; l < NEVENTS; l++)
104 if (game.future[l].date < datemin) {
107 prout("== Event %d fires", evcode);
108 datemin = game.future[l].date;
110 xtime = datemin-game.state.date;
111 game.state.date = datemin;
112 /* Decrement Federation resources and recompute remaining time */
113 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime;
114 game.state.remtime = game.state.remkl + game.state.remcom > 0 ?
115 game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99;
116 if (game.state.remtime <=0) {
120 /* Any crew left alive? */
121 if (game.state.crew <=0) {
125 /* Is life support adequate? */
126 if (damaged(DLIFSUP) && game.condition != docked) {
127 if (game.lsupres < xtime && game.damage[DLIFSUP] > game.lsupres) {
131 game.lsupres -= xtime;
132 if (game.damage[DLIFSUP] <= xtime)
133 game.lsupres = game.inlsr;
137 if (game.condition == docked)
138 repair /= game.docfac;
139 /* Don't fix Deathray here */
140 for (l=0; l<NDEVICES; l++)
141 if (game.damage[l] > 0.0 && l != DDRAY)
142 game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]);
143 /* If radio repaired, update star chart and attack reports */
144 if (radio_was_broken && !damaged(DRADIO)) {
145 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"));
146 prout(_(" surveillance reports are coming in."));
153 prout(_(" The star chart is now up to date.\""));
156 /* Cause extraneous event EVCODE to occur */
157 game.optime -= xtime;
159 case FSNOVA: /* Supernova */
161 supernova(false, NULL);
162 schedule(FSNOVA, expran(0.5*game.intime));
163 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
166 case FSPY: /* Check with spy to see if S.C. should tractor beam */
167 if (game.state.nscrem == 0 ||
168 ictbeam || istract ||
169 game.condition==docked || game.isatb==1 || game.iscate)
172 (game.energy < 2000 && game.torps < 4 && game.shield < 1250) ||
173 (damaged(DPHASER) && (damaged(DPHOTON) || game.torps < 4)) ||
175 (game.energy < 2500 || damaged(DPHASER)) &&
176 (game.torps < 5 || damaged(DPHOTON)))) {
177 /* Tractor-beam her! */
179 yank = distance(game.state.kscmdr, game.quadrant);
180 /********* fall through to FTBEAM code ***********/
184 case FTBEAM: /* Tractor beam */
185 if (evcode==FTBEAM) {
186 if (game.state.remcom == 0) {
190 i = Rand()*game.state.remcom+1.0;
191 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y);
192 if (istract || game.condition == docked || yank == 0) {
193 /* Drats! Have to reschedule */
195 game.optime + expran(1.5*game.intime/game.state.remcom));
199 /* tractor beaming cases merge here */
202 game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
207 prout(_(" caught in long range tractor beam--"));
208 /* If Kirk & Co. screwing around on planet, handle */
209 atover(true); /* atover(true) is Grab */
212 if (game.icraft) { /* Caught in Galileo? */
216 /* Check to see if shuttle is aboard */
217 if (game.iscraft == offship) {
220 prout(_("Galileo, left on the planet surface, is captured"));
221 prout(_("by aliens and made into a flying McDonald's."));
222 game.damage[DSHUTTL] = -10;
223 game.iscraft = removed;
226 prout(_("Galileo, left on the planet surface, is well hidden."));
230 game.quadrant = game.state.kscmdr;
232 game.quadrant = game.state.kcmdr[i];
233 game.sector = randplace(QUADSIZE);
235 proutn(_(" is pulled to "));
236 proutn(cramlc(quadrant, game.quadrant));
238 prout(cramlc(sector, game.sector));
240 prout(_("(Remainder of rest/repair period cancelled.)"));
241 game.resting = false;
244 if (!damaged(DSHIELD) && game.shield > 0) {
245 doshield(true); /* raise shields */
249 prout(_("(Shields not currently useable.)"));
252 /* Adjust finish time to time of tractor beaming */
253 fintim = game.state.date+game.optime;
255 if (game.state.remcom <= 0)
258 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom));
260 case FSNAP: /* Snapshot of the universe (for time warp) */
261 game.snapsht = game.state;
262 game.state.snap = true;
263 schedule(FSNAP, expran(0.5 * game.intime));
265 case FBATTAK: /* Commander attacks starbase */
266 if (game.state.remcom==0 || game.state.rembase==0) {
273 for (j = 1; j <= game.state.rembase; j++) {
274 for (k = 1; k <= game.state.remcom; k++)
275 if (same(game.state.baseq[j], game.state.kcmdr[k]) &&
276 !same(game.state.baseq[j], game.quadrant) &&
277 !same(game.state.baseq[j], game.state.kscmdr)) {
284 if (j>game.state.rembase) {
285 /* no match found -- try later */
286 schedule(FBATTAK, expran(0.3*game.intime));
290 /* commander + starbase combination found -- launch attack */
291 game.battle = game.state.baseq[j];
292 schedule(FCDBAS, 1.0+3.0*Rand());
293 if (game.isatb) /* extra time if SC already attacking */
294 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date);
295 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime);
296 game.iseenit = false;
297 if (!damaged(DRADIO) && game.condition != docked)
298 break; /* No warning :-( */
302 proutn(_("Lt. Uhura- \"Captain, the starbase in "));
303 prout(cramlc(quadrant, game.battle));
304 prout(_(" reports that it is under attack and that it can"));
305 proutn(_(" hold out only until stardate %d"),
306 (int)scheduled(FCDBAS));
311 case FSCDBAS: /* Supercommander destroys base */
314 if (!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase)
315 break; /* WAS RETURN! */
317 game.battle = game.state.kscmdr;
319 case FCDBAS: /* Commander succeeds in destroying base */
320 if (evcode==FCDBAS) {
322 /* find the lucky pair */
323 for (i = 1; i <= game.state.remcom; i++)
324 if (same(game.state.kcmdr[i], game.battle))
326 if (i > game.state.remcom || game.state.rembase == 0 ||
327 !game.state.galaxy[game.battle.x][game.battle.y].starbase) {
328 /* No action to take after all */
329 invalidate(game.battle);
333 /* Code merges here for any commander destroying base */
334 /* Not perfect, but will have to do */
335 /* Handle case where base is in same quadrant as starship */
336 if (same(game.battle, game.quadrant)) {
337 game.state.chart[game.battle.x][game.battle.y].starbase = false;
338 game.quad[game.base.x][game.base.y] = IHDOT;
339 game.base.x=game.base.y=0;
342 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""));
344 else if (game.state.rembase != 1 &&
345 (!damaged(DRADIO) || game.condition == docked)) {
346 /* Get word via subspace radio */
349 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"));
350 proutn(_(" the starbase in "));
351 proutn(cramlc(quadrant, game.battle));
352 prout(_(" has been destroyed by"));
354 prout(_("the Klingon Super-Commander"));
356 prout(_("a Klingon Commander"));
357 game.state.chart[game.battle.x][game.battle.y].starbase = false;
359 /* Remove Starbase from galaxy */
360 game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
361 for (i = 1; i <= game.state.rembase; i++)
362 if (same(game.state.baseq[i], game.battle))
363 game.state.baseq[i] = game.state.baseq[game.state.rembase];
364 game.state.rembase--;
365 if (game.isatb == 2) {
366 /* reinstate a commander's base attack */
371 invalidate(game.battle);
373 case FSCMOVE: /* Supercommander moves */
374 schedule(FSCMOVE, 0.2777);
375 if (!game.ientesc && !istract && game.isatb != 1 &&
376 (!game.iscate || !game.justin))
379 case FDSPROB: /* Move deep space probe */
380 schedule(FDSPROB, 0.01);
381 game.probex += game.probeinx;
382 game.probey += game.probeiny;
383 i = (int)(game.probex/QUADSIZE +0.05);
384 j = (int)(game.probey/QUADSIZE + 0.05);
385 if (game.probec.x != i || game.probec.y != j) {
388 if (!VALID_QUADRANT(i, j) ||
389 game.state.galaxy[game.probec.x][game.probec.y].supernova) {
390 // Left galaxy or ran into supernova
391 if (!damaged(DRADIO) || game.condition == docked) {
394 proutn(_("Lt. Uhura- \"The deep space probe "));
395 if (!VALID_QUADRANT(j, i))
396 proutn(_("has left the galaxy"));
398 proutn(_("is no longer transmitting"));
404 if (!damaged(DRADIO) || game.condition == docked) {
407 proutn(_("Lt. Uhura- \"The deep space probe is now in "));
408 proutn(cramlc(quadrant, game.probec));
412 pdest = &game.state.galaxy[game.probec.x][game.probec.y];
413 /* Update star chart if Radio is working or have access to
415 if (!damaged(DRADIO) || game.condition == docked) {
416 struct page *chp = &game.state.chart[game.probec.x][game.probec.y];
418 chp->klingons = pdest->klingons;
419 chp->starbase = pdest->starbase;
420 chp->stars = pdest->stars;
421 pdest->charted = true;
423 game.proben--; // One less to travel
424 if (game.proben == 0 && game.isarmed && pdest->stars) {
425 /* lets blow the sucker! */
426 supernova(true, &game.probec);
428 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
432 case FDISTR: /* inhabited system issues distress call */
434 /* try a whole bunch of times to find something suitable */
437 // need a quadrant which is not the current one,
438 // which has some stars which are inhabited and
439 // not already under attack, which is not
440 // supernova'ed, and which has some Klingons in it
441 w = randplace(GALSIZE);
442 q = &game.state.galaxy[w.x][w.y];
444 (same(game.quadrant, w) || q->planet == NOPLANET ||
445 game.state.planets[q->planet].inhabited == UNINHABITED ||
446 q->supernova || q->status!=secure || q->klingons<=0));
448 /* can't seem to find one; ignore this call */
450 prout("=== Couldn't find location for distress event.");
454 /* got one!! Schedule its enslavement */
455 ev = schedule(FENSLV, expran(game.intime));
457 q->status = distressed;
459 /* tell the captain about it if we can */
460 if (!damaged(DRADIO) || game.condition == docked)
462 prout(_("Uhura- Captain, %s in %s reports it is under attack"),
463 systnames[q->planet], cramlc(quadrant, w));
464 prout(_("by a Klingon invasion fleet."));
469 case FENSLV: /* starsystem is enslaved */
470 ev = unschedule(FENSLV);
471 /* see if current distress call still active */
472 q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
473 if (q->klingons <= 0) {
477 q->status = enslaved;
479 /* play stork and schedule the first baby */
480 ev2 = schedule(FREPRO, expran(2.0 * game.intime));
481 ev2->quadrant = ev->quadrant;
483 /* report the disaster if we can */
484 if (!damaged(DRADIO) || game.condition == docked)
486 prout(_("Uhura- We've lost contact with starsystem %s"),
487 systnames[q->planet]);
488 prout(_("in %s.\n"), cramlc(quadrant, ev->quadrant));
491 case FREPRO: /* Klingon reproduces */
492 // If we ever switch to a real event queue, we'll need to
493 // explicitly retrieve and restore the x and y.
494 ev = schedule(FREPRO, expran(1.0 * game.intime));
495 /* see if current distress call still active */
496 q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
497 if (q->klingons <= 0) {
501 if (game.state.remkl >=MAXKLGAME)
502 break; /* full right now */
503 /* reproduce one Klingon */
505 if (game.klhere >= MAXKLQUAD) {
506 /* this quadrant not ok, pick an adjacent one */
507 for (i = w.x - 1; i <= w.x + 1; i++)
509 for (j = w.y - 1; j <= w.y + 1; j++)
511 if (!VALID_QUADRANT(i, j))
513 q = &game.state.galaxy[w.x][w.y];
514 /* check for this quad ok (not full & no snova) */
515 if (q->klingons >= MAXKLQUAD || q->supernova)
520 break; /* search for eligible quadrant failed */
526 /* deliver the child */
529 if (same(game.quadrant, w))
530 newkling(++game.klhere);
532 /* recompute time left */
533 game.state.remtime = game.state.remkl + game.state.remcom > 0 ?
534 game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99;
535 /* report the disaster if we can */
536 if (!damaged(DRADIO) || game.condition == docked)
538 if (same(game.quadrant, w)) {
539 prout(_("Spock- sensors indicate the Klingons have"));
540 prout(_("launched a warship from %s."), systnames[q->planet]);
542 prout(_("Uhura- Starfleet reports increased Klingon activity"));
543 if (q->planet != NOPLANET)
544 proutn(_("near %s"), systnames[q->planet]);
545 prout(_("in %s.\n"), cramlc(quadrant, w));
558 double temp, delay, origTime;
565 proutn(_("How long? "));
572 origTime = delay = aaitem;
575 if (delay >= game.state.remtime || game.nenhere != 0) {
576 proutn(_("Are you sure? "));
581 /* Alternate resting periods (events) with attacks */
586 game.resting = false;
588 prout(_("%d stardates left."), (int)game.state.remtime);
591 temp = game.optime = delay;
594 double rtime = 1.0 + Rand();
599 if (game.optime < delay)
608 /* Repair Deathray if long rest at starbase */
609 if (origTime-delay >= 9.99 && game.condition == docked)
610 game.damage[DDRAY] = 0.0;
612 // leave if quadrant supernovas
613 (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
615 game.resting = false;
620 * A nova occurs. It is the result of having a star hit with a
621 * photon torpedo, or possibly of a probe warhead going off.
622 * Stars that go nova cause stars which surround them to undergo
623 * the same probabilistic process. Klingons next to them are
624 * destroyed. And if the starship is next to it, it gets zapped.
625 * If the zap is too much, it gets destroyed.
630 static double course[] =
631 {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5};
632 int bot, top, top2, hits[QUADSIZE+1][3], kount, icx, icy, mm, nn, j;
633 int iquad, iquad1, i, ll;
637 /* Wow! We've supernova'ed */
638 supernova(false, &nov);
642 /* handle initial nova */
643 game.quad[nov.x][nov.y] = IHDOT;
644 crmena(false, IHSTAR, sector, nov);
646 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars--;
649 /* Set up stack to recursively trigger adjacent stars */
650 bot = top = top2 = 1;
656 for (mm = bot; mm <= top; mm++)
657 for (nn = 1; nn <= 3; nn++) /* nn,j represents coordinates around current */
658 for (j = 1; j <= 3; j++) {
661 scratch.x = hits[mm][1]+nn-2;
662 scratch.y = hits[mm][2]+j-2;
663 if (!VALID_SECTOR(scratch.y, scratch.x))
665 iquad = game.quad[scratch.x][scratch.y];
667 // case IHDOT: /* Empty space ends reaction
674 case IHSTAR: /* Affect another star */
676 /* This star supernovas */
677 supernova(false, &scratch);
681 hits[top2][1]=scratch.x;
682 hits[top2][2]=scratch.y;
683 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1;
685 crmena(true, IHSTAR, sector, scratch);
687 game.quad[scratch.x][scratch.y] = IHDOT;
689 case IHP: /* Destroy planet */
690 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
691 game.state.nplankl++;
692 crmena(true, IHP, sector, scratch);
693 prout(_(" destroyed."));
694 game.state.planets[game.iplnet].pclass = destroyed;
696 invalidate(game.plnet);
701 game.quad[scratch.x][scratch.y] = IHDOT;
703 case IHB: /* Destroy base */
704 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
705 for (i = 1; i <= game.state.rembase; i++)
706 if (same(game.state.baseq[i], game.quadrant))
708 game.state.baseq[i] = game.state.baseq[game.state.rembase];
709 game.state.rembase--;
710 invalidate(game.base);
713 crmena(true, IHB, sector, scratch);
714 prout(_(" destroyed."));
715 game.quad[scratch.x][scratch.y] = IHDOT;
717 case IHE: /* Buffet ship */
719 prout(_("***Starship buffeted by nova."));
721 if (game.shield >= 2000.0)
722 game.shield -= 2000.0;
724 double diff = 2000.0 - game.shield;
728 prout(_("***Shields knocked out."));
729 game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
733 game.energy -= 2000.0;
734 if (game.energy <= 0) {
738 /* add in course nova contributes to kicking starship*/
739 icx += game.sector.x-hits[mm][1];
740 icy += game.sector.y-hits[mm][2];
743 case IHK: /* kill klingon */
744 deadkl(scratch,iquad, scratch);
746 case IHC: /* Damage/destroy big enemies */
749 for (ll = 1; ll <= game.nenhere; ll++)
750 if (same(game.ks[ll], scratch))
752 game.kpower[ll] -= 800.0; /* If firepower is lost, die */
753 if (game.kpower[ll] <= 0.0) {
754 deadkl(scratch, iquad, scratch);
757 newc.x = scratch.x + scratch.x - hits[mm][1];
758 newc.y = scratch.y + scratch.y - hits[mm][2];
759 crmena(true, iquad, sector, scratch);
760 proutn(_(" damaged"));
761 if (!VALID_SECTOR(newc.x, newc.y)) {
762 /* can't leave quadrant */
766 iquad1 = game.quad[newc.x][newc.y];
767 if (iquad1 == IHBLANK) {
768 proutn(_(", blasted into "));
769 crmena(false, IHBLANK, sector, newc);
771 deadkl(scratch, iquad, newc);
774 if (iquad1 != IHDOT) {
775 /* can't move into something else */
779 proutn(_(", buffeted to "));
780 proutn(cramlc(sector, newc));
781 game.quad[scratch.x][scratch.y] = IHDOT;
782 game.quad[newc.x][newc.y] = iquad;
784 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc);
797 /* Starship affected by nova -- kick it away. */
798 game.dist = kount*0.1;
800 icx = (icx < 0 ? -1 : 1);
802 icy = (icy < 0 ? -1 : 1);
803 game.direc = course[3*(icx+1)+icy+2];
804 if (game.direc == 0.0)
806 if (game.dist == 0.0)
808 game.optime = 10.0*game.dist/16.0;
810 prout(_("Force of nova displaces starship."));
812 game.optime = 10.0*game.dist/16.0;
817 void supernova(bool induced, coord *w)
818 /* star goes supernova */
820 int num = 0, nrmdead, npdead = 0, kldead, loop;
827 /* Scheduled supernova -- select star */
828 /* logic changed here so that we won't favor quadrants in top
830 for (nq.x = 1; nq.x <= GALSIZE; nq.x++)
831 for (nq.y = 1; nq.y <= GALSIZE; nq.y++)
832 stars += game.state.galaxy[nq.x][nq.y].stars;
834 return; /* nothing to supernova exists */
835 num = Rand()*stars + 1;
836 for (nq.x = 1; nq.x <= GALSIZE; nq.x++) {
837 for (nq.y = 1; nq.y <= GALSIZE; nq.y++) {
838 num -= game.state.galaxy[nq.x][nq.y].stars;
846 proutn("=== Super nova here?");
852 if (!same(nq, game.quadrant) || game.justin) {
853 /* it isn't here, or we just entered (treat as enroute) */
854 if (!damaged(DRADIO) || game.condition == docked) {
856 prout(_("Message from Starfleet Command Stardate %.2f"), game.state.date);
857 prout(_(" Supernova in %s; caution advised."),
858 cramlc(quadrant, nq));
863 /* we are in the quadrant! */
864 num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
865 for (ns.x = 1; ns.x <= QUADSIZE; ns.x++) {
866 for (ns.y = 1; ns.y <= QUADSIZE; ns.y++) {
867 if (game.quad[ns.x][ns.y]==IHSTAR) {
878 prouts(_("***RED ALERT! RED ALERT!"));
880 prout(_("***Incipient supernova detected at %s"), cramlc(sector, ns));
881 if (square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1) {
882 proutn(_("Emergency override attempts t"));
883 prouts("***************");
890 /* destroy any Klingons in supernovaed quadrant */
891 kldead = game.state.galaxy[nq.x][nq.y].klingons;
892 game.state.galaxy[nq.x][nq.y].klingons = 0;
893 if (same(nq, game.state.kscmdr)) {
894 /* did in the Supercommander! */
895 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
900 if (game.state.remcom) {
901 int maxloop = game.state.remcom, l;
902 for (l = 1; l <= maxloop; l++) {
903 if (same(game.state.kcmdr[l], nq)) {
904 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom];
905 invalidate(game.state.kcmdr[game.state.remcom]);
908 if (game.state.remcom==0)
914 game.state.remkl -= kldead;
915 /* destroy Romulans and planets in supernovaed quadrant */
916 nrmdead = game.state.galaxy[nq.x][nq.y].romulans;
917 game.state.galaxy[nq.x][nq.y].romulans = 0;
918 game.state.nromrem -= nrmdead;
919 /* Destroy planets */
920 for (loop = 0; loop < game.inplan; loop++) {
921 if (same(game.state.planets[loop].w, nq)) {
922 game.state.planets[loop].pclass = destroyed;
926 /* Destroy any base in supernovaed quadrant */
927 if (game.state.rembase) {
928 int maxloop = game.state.rembase, loop;
929 for (loop = 1; loop <= maxloop; loop++)
930 if (same(game.state.baseq[loop], nq)) {
931 game.state.baseq[loop] = game.state.baseq[game.state.rembase];
932 invalidate(game.state.baseq[game.state.rembase]);
933 game.state.rembase--;
937 /* If starship caused supernova, tally up destruction */
939 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars;
940 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase;
941 game.state.nplankl += npdead;
943 /* mark supernova in galaxy and in star chart */
944 if (same(game.quadrant, nq) || !damaged(DRADIO) || game.condition == docked)
945 game.state.galaxy[nq.x][nq.y].supernova = true;
946 /* If supernova destroys last Klingons give special message */
947 if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0 && !same(nq, game.quadrant)) {
950 prout(_("Lucky you!"));
951 proutn(_("A supernova in %s has just destroyed the last Klingons."),
952 cramlc(quadrant, nq));
956 /* if some Klingons remain, continue or die in supernova */