prout(_(" surveillance reports are coming in."));
skip(1);
if (!game.iseenit) {
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
rechart();
switch (evcode) {
case FSNOVA: /* Supernova */
pause_game(true);
- snova(false, NULL);
+ supernova(false, NULL);
schedule(FSNOVA, expran(0.5*game.intime));
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
schedule(FSCMOVE, 0.2777);
if (!game.ientesc && !istract && game.isatb != 1 &&
(!game.iscate || !game.justin))
- scom();
+ supercommander();
break;
case FDSPROB: /* Move deep space probe */
schedule(FDSPROB, 0.01);
game.proben--; // One less to travel
if (game.proben == 0 && game.isarmed && pdest->stars) {
/* lets blow the sucker! */
- snova(true, &game.probec);
+ supernova(true, &game.probec);
unschedule(FDSPROB);
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
if (Rand() < 0.05) {
/* Wow! We've supernova'ed */
- snova(false, &nov);
+ supernova(false, &nov);
return;
}
case IHSTAR: /* Affect another star */
if (Rand() < 0.05) {
/* This star supernovas */
- snova(false, &scratch);
+ supernova(false, &scratch);
return;
}
top2++;
}
-void snova(bool induced, coord *w)
+void supernova(bool induced, coord *w)
/* star goes supernova */
{
int num = 0, nrmdead, npdead, kldead;