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 extern 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 /* poistpone 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("=== Enlavement "); 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) return;
171 (game.energy < 2000 && game.torps < 4 && game.shield < 1250) ||
172 (damaged(DPHASER) && (damaged(DPHOTON) || game.torps < 4)) ||
174 (game.energy < 2500 || damaged(DPHASER)) &&
175 (game.torps < 5 || damaged(DPHOTON)))) {
176 /* Tractor-beam her! */
178 yank = distance(game.state.kscmdr, game.quadrant);
179 /********* fall through to FTBEAM code ***********/
183 case FTBEAM: /* Tractor beam */
184 if (evcode==FTBEAM) {
185 if (game.state.remcom == 0) {
189 i = Rand()*game.state.remcom+1.0;
190 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y);
191 if (istract || game.condition == docked || yank == 0) {
192 /* Drats! Have to reschedule */
194 game.optime + expran(1.5*game.intime/game.state.remcom));
198 /* tractor beaming cases merge here */
201 game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
206 prout(_(" caught in long range tractor beam--"));
207 /* If Kirk & Co. screwing around on planet, handle */
208 atover(true); /* atover(true) is Grab */
211 if (game.icraft) { /* Caught in Galileo? */
215 /* Check to see if shuttle is aboard */
216 if (game.iscraft == offship) {
219 prout(_("Galileo, left on the planet surface, is captured"));
220 prout(_("by aliens and made into a flying McDonald's."));
221 game.damage[DSHUTTL] = -10;
222 game.iscraft = removed;
225 prout(_("Galileo, left on the planet surface, is well hidden."));
229 game.quadrant = game.state.kscmdr;
231 game.quadrant = game.state.kcmdr[i];
232 game.sector = randplace(QUADSIZE);
234 proutn(_(" is pulled to "));
235 proutn(cramlc(quadrant, game.quadrant));
237 prout(cramlc(sector, game.sector));
239 prout(_("(Remainder of rest/repair period cancelled.)"));
240 game.resting = false;
243 if (!damaged(DSHIELD) && game.shield > 0) {
244 doshield(true); /* raise shields */
248 prout(_("(Shields not currently useable.)"));
251 /* Adjust finish time to time of tractor beaming */
252 fintim = game.state.date+game.optime;
254 if (game.state.remcom <= 0)
257 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom));
259 case FSNAP: /* Snapshot of the universe (for time warp) */
260 game.snapsht = game.state;
261 game.state.snap = true;
262 schedule(FSNAP, expran(0.5 * game.intime));
264 case FBATTAK: /* Commander attacks starbase */
265 if (game.state.remcom==0 || game.state.rembase==0) {
272 for (j = 1; j <= game.state.rembase; j++) {
273 for (k = 1; k <= game.state.remcom; k++)
274 if (same(game.state.baseq[j], game.state.kcmdr[k]) &&
275 !same(game.state.baseq[j], game.quadrant) &&
276 !same(game.state.baseq[j], game.state.kscmdr)) {
283 if (j>game.state.rembase) {
284 /* no match found -- try later */
285 schedule(FBATTAK, expran(0.3*game.intime));
289 /* commander + starbase combination found -- launch attack */
290 game.battle = game.state.baseq[j];
291 schedule(FCDBAS, 1.0+3.0*Rand());
292 if (game.isatb) /* extra time if SC already attacking */
293 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date);
294 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime);
295 game.iseenit = false;
296 if (!damaged(DRADIO) && game.condition != docked)
297 break; /* No warning :-( */
301 proutn(_("Lt. Uhura- \"Captain, the starbase in "));
302 prout(cramlc(quadrant, game.battle));
303 prout(_(" reports that it is under attack and that it can"));
304 proutn(_(" hold out only until stardate %d"),
305 (int)scheduled(FCDBAS));
310 case FSCDBAS: /* Supercommander destroys base */
313 if (!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase)
314 break; /* WAS RETURN! */
316 game.battle = game.state.kscmdr;
318 case FCDBAS: /* Commander succeeds in destroying base */
319 if (evcode==FCDBAS) {
321 /* find the lucky pair */
322 for (i = 1; i <= game.state.remcom; i++)
323 if (same(game.state.kcmdr[i], game.battle))
325 if (i > game.state.remcom || game.state.rembase == 0 ||
326 !game.state.galaxy[game.battle.x][game.battle.y].starbase) {
327 /* No action to take after all */
328 invalidate(game.battle);
332 /* Code merges here for any commander destroying base */
333 /* Not perfect, but will have to do */
334 /* Handle case where base is in same quadrant as starship */
335 if (same(game.battle, game.quadrant)) {
336 game.state.chart[game.battle.x][game.battle.y].starbase = false;
337 game.quad[game.base.x][game.base.y] = IHDOT;
338 game.base.x=game.base.y=0;
341 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""));
343 else if (game.state.rembase != 1 &&
344 (!damaged(DRADIO) || game.condition == docked)) {
345 /* Get word via subspace radio */
348 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"));
349 proutn(_(" the starbase in "));
350 proutn(cramlc(quadrant, game.battle));
351 prout(_(" has been destroyed by"));
353 prout(_("the Klingon Super-Commander"));
355 prout(_("a Klingon Commander"));
356 game.state.chart[game.battle.x][game.battle.y].starbase = false;
358 /* Remove Starbase from galaxy */
359 game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
360 for (i = 1; i <= game.state.rembase; i++)
361 if (same(game.state.baseq[i], game.battle))
362 game.state.baseq[i] = game.state.baseq[game.state.rembase];
363 game.state.rembase--;
364 if (game.isatb == 2) {
365 /* reinstate a commander's base attack */
370 invalidate(game.battle);
372 case FSCMOVE: /* Supercommander moves */
373 schedule(FSCMOVE, 0.2777);
374 if (!game.ientesc && !istract && game.isatb != 1 &&
375 (!game.iscate || !game.justin))
378 case FDSPROB: /* Move deep space probe */
379 schedule(FDSPROB, 0.01);
380 game.probex += game.probeinx;
381 game.probey += game.probeiny;
382 i = (int)(game.probex/QUADSIZE +0.05);
383 j = (int)(game.probey/QUADSIZE + 0.05);
384 if (game.probec.x != i || game.probec.y != j) {
387 if (!VALID_QUADRANT(i, j) ||
388 game.state.galaxy[game.probec.x][game.probec.y].supernova) {
389 // Left galaxy or ran into supernova
390 if (!damaged(DRADIO) || game.condition == docked) {
393 proutn(_("Lt. Uhura- \"The deep space probe "));
394 if (!VALID_QUADRANT(j, i))
395 proutn(_("has left the galaxy"));
397 proutn(_("is no longer transmitting"));
403 if (!damaged(DRADIO) || game.condition == docked) {
406 proutn(_("Lt. Uhura- \"The deep space probe is now in "));
407 proutn(cramlc(quadrant, game.probec));
411 pdest = &game.state.galaxy[game.probec.x][game.probec.y];
412 /* Update star chart if Radio is working or have access to
414 if (!damaged(DRADIO) || game.condition == docked) {
415 struct page *chp = &game.state.chart[game.probec.x][game.probec.y];
417 chp->klingons = pdest->klingons;
418 chp->starbase = pdest->starbase;
419 chp->stars = pdest->stars;
420 pdest->charted = true;
422 game.proben--; // One less to travel
423 if (game.proben == 0 && game.isarmed && pdest->stars) {
424 /* lets blow the sucker! */
425 supernova(true, &game.probec);
427 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
431 case FDISTR: /* inhabited system issues distress call */
433 /* try a whole bunch of times to find something suitable */
436 // need a quadrant which is not the current one,
437 // which has some stars which are inhabited and
438 // not already under attack, which is not
439 // supernova'ed, and which has some Klingons in it
440 w = randplace(GALSIZE);
441 q = &game.state.galaxy[w.x][w.y];
443 (same(game.quadrant, w) || q->planet == NOPLANET ||
444 game.state.planets[q->planet].inhabited == UNINHABITED ||
445 q->supernova || q->status!=secure || q->klingons<=0));
447 /* can't seem to find one; ignore this call */
449 prout("=== Couldn't find location for distress event.");
453 /* got one!! Schedule its enslavement */
454 ev = schedule(FENSLV, expran(game.intime));
456 q->status = distressed;
458 /* tell the captain about it if we can */
459 if (!damaged(DRADIO) || game.condition == docked)
461 prout(_("Uhura- Captain, %s in %s reports it is under attack"),
462 systnames[q->planet], cramlc(quadrant, w));
463 prout(_("by a Klingon invasion fleet."));
468 case FENSLV: /* starsystem is enslaved */
469 ev = unschedule(FENSLV);
470 /* see if current distress call still active */
471 q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
472 if (q->klingons <= 0) {
476 q->status = enslaved;
478 /* play stork and schedule the first baby */
479 ev2 = schedule(FREPRO, expran(2.0 * game.intime));
480 ev2->quadrant = ev->quadrant;
482 /* report the disaster if we can */
483 if (!damaged(DRADIO) || game.condition == docked)
485 prout(_("Uhura- We've lost contact with starsystem %s"),
486 systnames[q->planet]);
487 prout(_("in %s.\n"), cramlc(quadrant, ev->quadrant));
490 case FREPRO: /* Klingon reproduces */
491 // If we ever switch to a real event queue, we'll need to
492 // explicitly retrieve and restore the x and y.
493 ev = schedule(FREPRO, expran(1.0 * game.intime));
494 /* see if current distress call still active */
495 q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
496 if (q->klingons <= 0) {
500 if (game.state.remkl >=MAXKLGAME)
501 break; /* full right now */
502 /* reproduce one Klingon */
504 if (game.klhere >= MAXKLQUAD) {
505 /* this quadrant not ok, pick an adjacent one */
506 for (i = w.x - 1; i <= w.x + 1; i++)
508 for (j = w.y - 1; j <= w.y + 1; j++)
510 if (!VALID_QUADRANT(i, j))
512 q = &game.state.galaxy[w.x][w.y];
513 /* check for this quad ok (not full & no snova) */
514 if (q->klingons >= MAXKLQUAD || q->supernova)
519 break; /* search for eligible quadrant failed */
525 /* deliver the child */
528 if (same(game.quadrant, w))
529 newkling(++game.klhere);
531 /* recompute time left */
532 game.state.remtime = game.state.remkl + game.state.remcom > 0 ?
533 game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99;
534 /* report the disaster if we can */
535 if (!damaged(DRADIO) || game.condition == docked)
537 if (same(game.quadrant, w)) {
538 prout(_("Spock- sensors indicate the Klingons have"));
539 prout(_("launched a warship from %s."), systnames[q->planet]);
541 prout(_("Uhura- Starfleet reports increased Klingon activity"));
542 if (q->planet != NOPLANET)
543 proutn(_("near %s"), systnames[q->planet]);
544 prout(_("in %s.\n"), cramlc(quadrant, w));
557 double temp, delay, origTime;
564 proutn(_("How long? "));
571 origTime = delay = aaitem;
574 if (delay >= game.state.remtime || game.nenhere != 0) {
575 proutn(_("Are you sure? "));
580 /* Alternate resting periods (events) with attacks */
585 game.resting = false;
587 prout(_("%d stardates left."), (int)game.state.remtime);
590 temp = game.optime = delay;
593 double rtime = 1.0 + Rand();
598 if (game.optime < delay)
607 /* Repair Deathray if long rest at starbase */
608 if (origTime-delay >= 9.99 && game.condition == docked)
609 game.damage[DDRAY] = 0.0;
611 // leave if quadrant supernovas
612 (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
614 game.resting = false;
619 * A nova occurs. It is the result of having a star hit with a
620 * photon torpedo, or possibly of a probe warhead going off.
621 * Stars that go nova cause stars which surround them to undergo
622 * the same probabilistic process. Klingons next to them are
623 * destroyed. And if the starship is next to it, it gets zapped.
624 * If the zap is too much, it gets destroyed.
629 static double course[] =
630 {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5};
631 int bot, top, top2, hits[QUADSIZE+1][3], kount, icx, icy, mm, nn, j;
632 int iquad, iquad1, i, ll;
636 /* Wow! We've supernova'ed */
637 supernova(false, &nov);
641 /* handle initial nova */
642 game.quad[nov.x][nov.y] = IHDOT;
643 crmena(false, IHSTAR, sector, nov);
645 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars--;
648 /* Set up stack to recursively trigger adjacent stars */
649 bot = top = top2 = 1;
655 for (mm = bot; mm <= top; mm++)
656 for (nn = 1; nn <= 3; nn++) /* nn,j represents coordinates around current */
657 for (j = 1; j <= 3; j++) {
660 scratch.x = hits[mm][1]+nn-2;
661 scratch.y = hits[mm][2]+j-2;
662 if (!VALID_SECTOR(scratch.y, scratch.x))
664 iquad = game.quad[scratch.x][scratch.y];
666 // case IHDOT: /* Empty space ends reaction
673 case IHSTAR: /* Affect another star */
675 /* This star supernovas */
676 supernova(false, &scratch);
680 hits[top2][1]=scratch.x;
681 hits[top2][2]=scratch.y;
682 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1;
684 crmena(true, IHSTAR, sector, scratch);
686 game.quad[scratch.x][scratch.y] = IHDOT;
688 case IHP: /* Destroy planet */
689 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
690 game.state.nplankl++;
691 crmena(true, IHP, sector, scratch);
692 prout(_(" destroyed."));
693 game.state.planets[game.iplnet].pclass = destroyed;
695 invalidate(game.plnet);
700 game.quad[scratch.x][scratch.y] = IHDOT;
702 case IHB: /* Destroy base */
703 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
704 for (i = 1; i <= game.state.rembase; i++)
705 if (same(game.state.baseq[i], game.quadrant))
707 game.state.baseq[i] = game.state.baseq[game.state.rembase];
708 game.state.rembase--;
709 invalidate(game.base);
712 crmena(true, IHB, sector, scratch);
713 prout(_(" destroyed."));
714 game.quad[scratch.x][scratch.y] = IHDOT;
716 case IHE: /* Buffet ship */
718 prout(_("***Starship buffeted by nova."));
720 if (game.shield >= 2000.0)
721 game.shield -= 2000.0;
723 double diff = 2000.0 - game.shield;
727 prout(_("***Shields knocked out."));
728 game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
732 game.energy -= 2000.0;
733 if (game.energy <= 0) {
737 /* add in course nova contributes to kicking starship*/
738 icx += game.sector.x-hits[mm][1];
739 icy += game.sector.y-hits[mm][2];
742 case IHK: /* kill klingon */
743 deadkl(scratch,iquad, scratch);
745 case IHC: /* Damage/destroy big enemies */
748 for (ll = 1; ll <= game.nenhere; ll++)
749 if (same(game.ks[ll], scratch))
751 game.kpower[ll] -= 800.0; /* If firepower is lost, die */
752 if (game.kpower[ll] <= 0.0) {
753 deadkl(scratch, iquad, scratch);
756 newc.x = scratch.x + scratch.x - hits[mm][1];
757 newc.y = scratch.y + scratch.y - hits[mm][2];
758 crmena(true, iquad, sector, scratch);
759 proutn(_(" damaged"));
760 if (!VALID_SECTOR(newc.x, newc.y)) {
761 /* can't leave quadrant */
765 iquad1 = game.quad[newc.x][newc.y];
766 if (iquad1 == IHBLANK) {
767 proutn(_(", blasted into "));
768 crmena(false, IHBLANK, sector, newc);
770 deadkl(scratch, iquad, newc);
773 if (iquad1 != IHDOT) {
774 /* can't move into something else */
778 proutn(_(", buffeted to "));
779 proutn(cramlc(sector, newc));
780 game.quad[scratch.x][scratch.y] = IHDOT;
781 game.quad[newc.x][newc.y] = iquad;
783 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc);
796 /* Starship affected by nova -- kick it away. */
797 game.dist = kount*0.1;
799 icx = (icx < 0 ? -1 : 1);
801 icy = (icy < 0 ? -1 : 1);
802 game.direc = course[3*(icx+1)+icy+2];
803 if (game.direc == 0.0)
805 if (game.dist == 0.0)
807 game.optime = 10.0*game.dist/16.0;
809 prout(_("Force of nova displaces starship."));
811 game.optime = 10.0*game.dist/16.0;
816 void supernova(bool induced, coord *w)
817 /* star goes supernova */
819 int num = 0, nrmdead, npdead = 0, kldead, loop;
826 /* Scheduled supernova -- select star */
827 /* logic changed here so that we won't favor quadrants in top
829 for (nq.x = 1; nq.x <= GALSIZE; nq.x++)
830 for (nq.y = 1; nq.y <= GALSIZE; nq.y++)
831 stars += game.state.galaxy[nq.x][nq.y].stars;
833 return; /* nothing to supernova exists */
834 num = Rand()*stars + 1;
835 for (nq.x = 1; nq.x <= GALSIZE; nq.x++) {
836 for (nq.y = 1; nq.y <= GALSIZE; nq.y++) {
837 num -= game.state.galaxy[nq.x][nq.y].stars;
845 proutn("=== Super nova here?");
851 if (!same(nq, game.quadrant) || game.justin) {
852 /* it isn't here, or we just entered (treat as enroute) */
853 if (!damaged(DRADIO) || game.condition == docked) {
855 prout(_("Message from Starfleet Command Stardate %.2f"), game.state.date);
856 prout(_(" Supernova in %s; caution advised."),
857 cramlc(quadrant, nq));
862 /* we are in the quadrant! */
863 num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
864 for (ns.x = 1; ns.x <= QUADSIZE; ns.x++) {
865 for (ns.y = 1; ns.y <= QUADSIZE; ns.y++) {
866 if (game.quad[ns.x][ns.y]==IHSTAR) {
877 prouts(_("***RED ALERT! RED ALERT!"));
879 prout(_("***Incipient supernova detected at %s"), cramlc(sector, ns));
880 if (square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1) {
881 proutn(_("Emergency override attempts t"));
882 prouts("***************");
889 /* destroy any Klingons in supernovaed quadrant */
890 kldead = game.state.galaxy[nq.x][nq.y].klingons;
891 game.state.galaxy[nq.x][nq.y].klingons = 0;
892 if (same(nq, game.state.kscmdr)) {
893 /* did in the Supercommander! */
894 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
899 if (game.state.remcom) {
900 int maxloop = game.state.remcom, l;
901 for (l = 1; l <= maxloop; l++) {
902 if (same(game.state.kcmdr[l], nq)) {
903 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom];
904 invalidate(game.state.kcmdr[game.state.remcom]);
907 if (game.state.remcom==0)
913 game.state.remkl -= kldead;
914 /* destroy Romulans and planets in supernovaed quadrant */
915 nrmdead = game.state.galaxy[nq.x][nq.y].romulans;
916 game.state.galaxy[nq.x][nq.y].romulans = 0;
917 game.state.nromrem -= nrmdead;
918 /* Destroy planets */
919 for (loop = 0; loop < game.inplan; loop++) {
920 if (same(game.state.planets[loop].w, nq)) {
921 game.state.planets[loop].pclass = destroyed;
925 /* Destroy any base in supernovaed quadrant */
926 if (game.state.rembase) {
927 int maxloop = game.state.rembase, loop;
928 for (loop = 1; loop <= maxloop; loop++)
929 if (same(game.state.baseq[loop], nq)) {
930 game.state.baseq[loop] = game.state.baseq[game.state.rembase];
931 invalidate(game.state.baseq[game.state.rembase]);
932 game.state.rembase--;
936 /* If starship caused supernova, tally up destruction */
938 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars;
939 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase;
940 game.state.nplankl += npdead;
942 /* mark supernova in galaxy and in star chart */
943 if (same(game.quadrant, nq) || !damaged(DRADIO) || game.condition == docked)
944 game.state.galaxy[nq.x][nq.y].supernova = true;
945 /* If supernova destroys last Klingons give special message */
946 if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0 && !same(nq, game.quadrant)) {
949 prout(_("Lucky you!"));
950 proutn(_("A supernova in %s has just destroyed the last Klingons."),
951 cramlc(quadrant, nq));
955 /* if some Klingons remain, continue or die in supernova */