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;
73 prout("=== EVENTS from %.2f to %.2f:", game.state.date, fintim);
74 for (i = 1; i < NEVENTS; i++) {
76 case FSNOVA: proutn("=== Supernova "); break;
77 case FTBEAM: proutn("=== T Beam "); break;
78 case FSNAP: proutn("=== Snapshot "); break;
79 case FBATTAK: proutn("=== Base Attack "); break;
80 case FCDBAS: proutn("=== Base Destroy "); break;
81 case FSCMOVE: proutn("=== SC Move "); break;
82 case FSCDBAS: proutn("=== SC Base Destroy "); break;
83 case FDSPROB: proutn("=== Probe Move "); break;
84 case FDISTR: proutn("=== Distress Call "); break;
85 case FENSLV: proutn("=== Enlavement "); break;
86 case FREPRO: proutn("=== Klingon Build "); break;
89 prout("%.2f", scheduled(i));
96 radio_was_broken = damaged(DRADIO);
100 /* Select earliest extraneous event, evcode==0 if no events */
105 for (l = 1; l < NEVENTS; l++)
106 if (game.future[l].date < datemin) {
109 prout("== Event %d fires", evcode);
110 datemin = game.future[l].date;
112 xtime = datemin-game.state.date;
113 game.state.date = datemin;
114 /* Decrement Federation resources and recompute remaining time */
115 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime;
116 game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
117 if (game.state.remtime <=0) {
121 /* Any crew left alive? */
122 if (game.state.crew <=0) {
126 /* Is life support adequate? */
127 if (damaged(DLIFSUP) && game.condition != docked) {
128 if (game.lsupres < xtime && game.damage[DLIFSUP] > game.lsupres) {
132 game.lsupres -= xtime;
133 if (game.damage[DLIFSUP] <= xtime)
134 game.lsupres = game.inlsr;
138 if (game.condition == docked)
139 repair /= game.docfac;
140 /* Don't fix Deathray here */
141 for (l=0; l<NDEVICES; l++)
142 if (game.damage[l] > 0.0 && l != DDRAY)
143 game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]);
144 /* If radio repaired, update star chart and attack reports */
145 if (radio_was_broken && !damaged(DRADIO)) {
146 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"));
147 prout(_(" surveillance reports are coming in."));
154 prout(_(" The star chart is now up to date.\""));
157 /* Cause extraneous event EVCODE to occur */
158 game.optime -= xtime;
160 case FSNOVA: /* Supernova */
162 supernova(false, NULL);
163 schedule(FSNOVA, expran(0.5*game.intime));
164 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
167 case FSPY: /* Check with spy to see if S.C. should tractor beam */
168 if (game.state.nscrem == 0 ||
169 ictbeam || istract ||
170 game.condition==docked || game.isatb==1 || game.iscate) return;
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 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.remres/(game.state.remkl+4*game.state.remcom);
533 /* report the disaster if we can */
534 if (!damaged(DRADIO) || game.condition == docked)
536 if (same(game.quadrant, w)) {
537 prout("Spock- sensors indicate the Klingons have");
538 prout("launched a warship from %s.", systnames[q->planet]);
540 prout("Uhura- Starfleet reports increased Klingon activity");
541 if (q->planet != NOPLANET)
542 proutn("near %s", systnames[q->planet]);
543 prout("in %s.\n", cramlc(quadrant, w));
556 double temp, delay, origTime;
563 proutn(_("How long? "));
570 origTime = delay = aaitem;
573 if (delay >= game.state.remtime || game.nenhere != 0) {
574 proutn(_("Are you sure? "));
579 /* Alternate resting periods (events) with attacks */
584 game.resting = false;
586 prout(_("%d stardates left."), (int)game.state.remtime);
589 temp = game.optime = delay;
592 double rtime = 1.0 + Rand();
597 if (game.optime < delay)
606 /* Repair Deathray if long rest at starbase */
607 if (origTime-delay >= 9.99 && game.condition == docked)
608 game.damage[DDRAY] = 0.0;
610 // leave if quadrant supernovas
611 (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
613 game.resting = false;
618 * A nova occurs. It is the result of having a star hit with a
619 * photon torpedo, or possibly of a probe warhead going off.
620 * Stars that go nova cause stars which surround them to undergo
621 * the same probabilistic process. Klingons next to them are
622 * destroyed. And if the starship is next to it, it gets zapped.
623 * If the zap is too much, it gets destroyed.
628 static double course[] =
629 {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5};
630 int bot, top, top2, hits[QUADSIZE+1][3], kount, icx, icy, mm, nn, j;
631 int iquad, iquad1, i, ll;
635 /* Wow! We've supernova'ed */
636 supernova(false, &nov);
640 /* handle initial nova */
641 game.quad[nov.x][nov.y] = IHDOT;
642 crmena(false, IHSTAR, sector, nov);
644 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars--;
647 /* Set up stack to recursively trigger adjacent stars */
648 bot = top = top2 = 1;
654 for (mm = bot; mm <= top; mm++)
655 for (nn = 1; nn <= 3; nn++) /* nn,j represents coordinates around current */
656 for (j = 1; j <= 3; j++) {
659 scratch.x = hits[mm][1]+nn-2;
660 scratch.y = hits[mm][2]+j-2;
661 if (!VALID_SECTOR(scratch.y, scratch.x))
663 iquad = game.quad[scratch.x][scratch.y];
665 // case IHDOT: /* Empty space ends reaction
672 case IHSTAR: /* Affect another star */
674 /* This star supernovas */
675 supernova(false, &scratch);
679 hits[top2][1]=scratch.x;
680 hits[top2][2]=scratch.y;
681 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1;
683 crmena(true, IHSTAR, sector, scratch);
685 game.quad[scratch.x][scratch.y] = IHDOT;
687 case IHP: /* Destroy planet */
688 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
689 game.state.nplankl++;
690 crmena(true, IHP, sector, scratch);
691 prout(_(" destroyed."));
692 game.state.planets[game.iplnet].pclass = destroyed;
694 invalidate(game.plnet);
699 game.quad[scratch.x][scratch.y] = IHDOT;
701 case IHB: /* Destroy base */
702 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
703 for (i = 1; i <= game.state.rembase; i++)
704 if (same(game.state.baseq[i], game.quadrant))
706 game.state.baseq[i] = game.state.baseq[game.state.rembase];
707 game.state.rembase--;
708 invalidate(game.base);
711 crmena(true, IHB, sector, scratch);
712 prout(_(" destroyed."));
713 game.quad[scratch.x][scratch.y] = IHDOT;
715 case IHE: /* Buffet ship */
717 prout(_("***Starship buffeted by nova."));
719 if (game.shield >= 2000.0)
720 game.shield -= 2000.0;
722 double diff = 2000.0 - game.shield;
726 prout(_("***Shields knocked out."));
727 game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
731 game.energy -= 2000.0;
732 if (game.energy <= 0) {
736 /* add in course nova contributes to kicking starship*/
737 icx += game.sector.x-hits[mm][1];
738 icy += game.sector.y-hits[mm][2];
741 case IHK: /* kill klingon */
742 deadkl(scratch,iquad, scratch);
744 case IHC: /* Damage/destroy big enemies */
747 for (ll = 1; ll <= game.nenhere; ll++)
748 if (same(game.ks[ll], scratch))
750 game.kpower[ll] -= 800.0; /* If firepower is lost, die */
751 if (game.kpower[ll] <= 0.0) {
752 deadkl(scratch, iquad, scratch);
755 newc.x = scratch.x + scratch.x - hits[mm][1];
756 newc.y = scratch.y + scratch.y - hits[mm][2];
757 crmena(true, iquad, sector, scratch);
758 proutn(_(" damaged"));
759 if (!VALID_SECTOR(newc.x, newc.y)) {
760 /* can't leave quadrant */
764 iquad1 = game.quad[newc.x][newc.y];
765 if (iquad1 == IHBLANK) {
766 proutn(_(", blasted into "));
767 crmena(false, IHBLANK, sector, newc);
769 deadkl(scratch, iquad, newc);
772 if (iquad1 != IHDOT) {
773 /* can't move into something else */
777 proutn(_(", buffeted to "));
778 proutn(cramlc(sector, newc));
779 game.quad[scratch.x][scratch.y] = IHDOT;
780 game.quad[newc.x][newc.y] = iquad;
782 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc);
795 /* Starship affected by nova -- kick it away. */
796 game.dist = kount*0.1;
798 icx = (icx < 0 ? -1 : 1);
800 icy = (icy < 0 ? -1 : 1);
801 game.direc = course[3*(icx+1)+icy+2];
802 if (game.direc == 0.0)
804 if (game.dist == 0.0)
806 game.optime = 10.0*game.dist/16.0;
808 prout(_("Force of nova displaces starship."));
810 game.optime = 10.0*game.dist/16.0;
815 void supernova(bool induced, coord *w)
816 /* star goes supernova */
818 int num = 0, nrmdead, npdead, kldead;
825 /* Scheduled supernova -- select star */
826 /* logic changed here so that we won't favor quadrants in top
828 for (nq.x = 1; nq.x <= GALSIZE; nq.x++)
829 for (nq.y = 1; nq.y <= GALSIZE; nq.y++)
830 stars += game.state.galaxy[nq.x][nq.y].stars;
832 return; /* nothing to supernova exists */
833 num = Rand()*stars + 1;
834 for (nq.x = 1; nq.x <= GALSIZE; nq.x++) {
835 for (nq.y = 1; nq.y <= GALSIZE; nq.y++) {
836 num -= game.state.galaxy[nq.x][nq.y].stars;
844 proutn("=== Super nova here?");
850 if (!same(nq, game.quadrant) || game.justin) {
851 /* it isn't here, or we just entered (treat as enroute) */
852 if (!damaged(DRADIO) || game.condition == docked) {
854 prout(_("Message from Starfleet Command Stardate %.2f"), game.state.date);
855 prout(_(" Supernova in %s; caution advised."),
856 cramlc(quadrant, nq));
861 /* we are in the quadrant! */
862 num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
863 for (ns.x = 1; ns.x <= QUADSIZE; ns.x++) {
864 for (ns.y = 1; ns.y <= QUADSIZE; ns.y++) {
865 if (game.quad[ns.x][ns.y]==IHSTAR) {
876 prouts(_("***RED ALERT! RED ALERT!"));
878 prout(_("***Incipient supernova detected at %s"), cramlc(sector, ns));
879 if (square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1) {
880 proutn(_("Emergency override attempts t"));
881 prouts("***************");
888 /* destroy any Klingons in supernovaed quadrant */
889 kldead = game.state.galaxy[nq.x][nq.y].klingons;
890 game.state.galaxy[nq.x][nq.y].klingons = 0;
891 if (same(nq, game.state.kscmdr)) {
892 /* did in the Supercommander! */
893 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
898 if (game.state.remcom) {
899 int maxloop = game.state.remcom, l;
900 for (l = 1; l <= maxloop; l++) {
901 if (same(game.state.kcmdr[l], nq)) {
902 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom];
903 invalidate(game.state.kcmdr[game.state.remcom]);
906 if (game.state.remcom==0)
912 game.state.remkl -= kldead;
913 /* destroy Romulans and planets in supernovaed quadrant */
914 nrmdead = game.state.galaxy[nq.x][nq.y].romulans;
915 game.state.galaxy[nq.x][nq.y].romulans = 0;
916 game.state.nromrem -= nrmdead;
917 npdead = num - nrmdead*10;
920 for (loop = 0; loop < game.inplan; loop++)
921 if (same(game.state.planets[loop].w, nq)) {
922 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 (KLINGREM==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 */