return game.future[evtype].date != FOREVER;
}
-extern double scheduled(int evtype)
+double scheduled(int evtype)
/* when will this event happen? */
{
return game.future[evtype].date;
}
void postpone(int evtype, double offset)
-/* poistpone a scheduled event */
+/* postpone a scheduled event */
{
game.future[evtype].date += offset;
}
coord w, hold;
event *ev, *ev2;
- pause_reset();
-
if (idebug) {
prout("=== EVENTS from %.2f to %.2f:", game.state.date, fintim);
for (i = 1; i < NEVENTS; i++) {
case FSCDBAS: proutn("=== SC Base Destroy "); break;
case FDSPROB: proutn("=== Probe Move "); break;
case FDISTR: proutn("=== Distress Call "); break;
- case FENSLV: proutn("=== Enlavement "); break;
+ case FENSLV: proutn("=== Enslavement "); break;
case FREPRO: proutn("=== Klingon Build "); break;
}
if (is_scheduled(i))
game.state.date = datemin;
/* Decrement Federation resources and recompute remaining time */
game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime;
- game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
+ game.state.remtime = game.state.remkl + game.state.remcom > 0 ?
+ game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99;
if (game.state.remtime <=0) {
finish(FDEPLETE);
return;
prout(_(" surveillance reports are coming in."));
skip(1);
if (!game.iseenit) {
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
rechart();
game.optime -= xtime;
switch (evcode) {
case FSNOVA: /* Supernova */
- pause_game(true);
- snova(false, NULL);
+ announce();
+ supernova(false, NULL);
schedule(FSNOVA, expran(0.5*game.intime));
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
case FSPY: /* Check with spy to see if S.C. should tractor beam */
if (game.state.nscrem == 0 ||
ictbeam || istract ||
- game.condition==docked || game.isatb==1 || game.iscate) return;
+ game.condition==docked || game.isatb==1 || game.iscate)
+ return;
if (game.ientesc ||
(game.energy < 2000 && game.torps < 4 && game.shield < 1250) ||
(damaged(DPHASER) && (damaged(DPHOTON) || game.torps < 4)) ||
}
/* tractor beaming cases merge here */
yank = sqrt(yank);
- pause_game(true);
+ announce();
game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
ictbeam = true;
skip(1);
break;
}
i = 0;
- for_starbases(j) {
- for_commanders(k)
+ for (j = 1; j <= game.state.rembase; j++) {
+ for (k = 1; k <= game.state.remcom; k++)
if (same(game.state.baseq[j], game.state.kcmdr[k]) &&
!same(game.state.baseq[j], game.quadrant) &&
!same(game.state.baseq[j], game.state.kscmdr)) {
if (!damaged(DRADIO) && game.condition != docked)
break; /* No warning :-( */
game.iseenit = true;
- pause_game(true);
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"Captain, the starbase in "));
prout(cramlc(quadrant, game.battle));
if (evcode==FCDBAS) {
unschedule(FCDBAS);
/* find the lucky pair */
- for_commanders(i)
+ for (i = 1; i <= game.state.remcom; i++)
if (same(game.state.kcmdr[i], game.battle))
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
else if (game.state.rembase != 1 &&
(!damaged(DRADIO) || game.condition == docked)) {
/* Get word via subspace radio */
- pause_game(true);
+ announce();
skip(1);
prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"));
proutn(_(" the starbase in "));
}
/* Remove Starbase from galaxy */
game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
- for_starbases(i)
+ for (i = 1; i <= game.state.rembase; i++)
if (same(game.state.baseq[i], game.battle))
game.state.baseq[i] = game.state.baseq[game.state.rembase];
game.state.rembase--;
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.state.galaxy[game.probec.x][game.probec.y].supernova) {
// Left galaxy or ran into supernova
if (!damaged(DRADIO) || game.condition == docked) {
- pause_game(true);
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe "));
if (!VALID_QUADRANT(j, i))
break;
}
if (!damaged(DRADIO) || game.condition == docked) {
- pause_game(true);
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe is now in "));
proutn(cramlc(quadrant, game.probec));
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;
/* try a whole bunch of times to find something suitable */
i = 100;
do {
- /* need a quadrant which is not the current one,
- which has some stars which are inhabited and
- not already under attack, which is not
- supernova'ed, and which has some Klingons in it */
+ // need a quadrant which is not the current one,
+ // which has some stars which are inhabited and
+ // not already under attack, which is not
+ // supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE);
q = &game.state.galaxy[w.x][w.y];
} while (--i &&
(same(game.quadrant, w) || q->planet == NOPLANET ||
+ game.state.planets[q->planet].inhabited == UNINHABITED ||
q->supernova || q->status!=secure || q->klingons<=0));
if (i == 0) {
/* can't seem to find one; ignore this call */
/* tell the captain about it if we can */
if (!damaged(DRADIO) || game.condition == docked)
{
- prout("Uhura- Captain, %s in %s reports it is under attack",
+ prout(_("Uhura- Captain, %s in %s reports it is under attack"),
systnames[q->planet], cramlc(quadrant, w));
- prout("by a Klingon invasion fleet.");
+ prout(_("by a Klingon invasion fleet."));
if (cancelrest())
return;
}
/* report the disaster if we can */
if (!damaged(DRADIO) || game.condition == docked)
{
- prout("Uhura- We've lost contact with starsystem %s",
+ prout(_("Uhura- We've lost contact with starsystem %s"),
systnames[q->planet]);
- prout("in %s.\n", cramlc(quadrant, ev->quadrant));
+ prout(_("in %s.\n"), cramlc(quadrant, ev->quadrant));
}
break;
case FREPRO: /* Klingon reproduces */
- /*
- * If we ever switch to a real event queue, we'll need to
- * explicitly retrieve and restore the x and y.
- */
+ // If we ever switch to a real event queue, we'll need to
+ // explicitly retrieve and restore the x and y.
ev = schedule(FREPRO, expran(1.0 * game.intime));
/* see if current distress call still active */
q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
newkling(++game.klhere);
/* recompute time left */
- game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
+ game.state.remtime = game.state.remkl + game.state.remcom > 0 ?
+ game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99;
/* report the disaster if we can */
if (!damaged(DRADIO) || game.condition == docked)
{
if (same(game.quadrant, w)) {
- prout("Spock- sensors indicate the Klingons have");
- prout("launched a warship from %s.", systnames[q->planet]);
+ prout(_("Spock- sensors indicate the Klingons have"));
+ prout(_("launched a warship from %s."), systnames[q->planet]);
} else {
- prout("Uhura- Starfleet reports increased Klingon activity");
+ prout(_("Uhura- Starfleet reports increased Klingon activity"));
if (q->planet != NOPLANET)
- proutn("near %s", systnames[q->planet]);
- prout("in %s.\n", cramlc(quadrant, w));
+ proutn(_("near %s"), systnames[q->planet]);
+ prout(_("in %s.\n"), cramlc(quadrant, w));
}
}
break;
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++;
game.state.nplankl++;
crmena(true, IHP, sector, scratch);
prout(_(" destroyed."));
- DESTROY(&game.state.planets[game.iplnet]);
+ game.state.planets[game.iplnet].pclass = destroyed;
game.iplnet = 0;
invalidate(game.plnet);
if (game.landed) {
break;
case IHB: /* Destroy base */
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
- for_starbases(i)
+ for (i = 1; i <= game.state.rembase; i++)
if (same(game.state.baseq[i], game.quadrant))
break;
game.state.baseq[i] = game.state.baseq[game.state.rembase];
case IHC: /* Damage/destroy big enemies */
case IHS:
case IHR:
- for_local_enemies(ll)
+ for (ll = 1; ll <= game.nenhere; ll++)
if (same(game.ks[ll], scratch))
break;
game.kpower[ll] -= 800.0; /* If firepower is lost, die */
}
-void snova(bool induced, coord *w)
+void supernova(bool induced, coord *w)
/* star goes supernova */
{
- int num = 0, nrmdead, npdead, kldead;
+ int num = 0, nrmdead, npdead = 0, kldead, loop;
coord nq;
if (w != NULL)
/* Scheduled supernova -- select star */
/* logic changed here so that we won't favor quadrants in top
left of universe */
- for_quadrants(nq.x) {
- for_quadrants(nq.y) {
+ for (nq.x = 1; nq.x <= GALSIZE; nq.x++)
+ for (nq.y = 1; nq.y <= GALSIZE; nq.y++)
stars += game.state.galaxy[nq.x][nq.y].stars;
- }
- }
if (stars == 0)
return; /* nothing to supernova exists */
num = Rand()*stars + 1;
- for_quadrants(nq.x) {
- for_quadrants(nq.y) {
+ for (nq.x = 1; nq.x <= GALSIZE; nq.x++) {
+ for (nq.y = 1; nq.y <= GALSIZE; nq.y++) {
num -= game.state.galaxy[nq.x][nq.y].stars;
if (num <= 0)
break;
coord ns;
/* we are in the quadrant! */
num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
- for_sectors(ns.x) {
- for_sectors(ns.y) {
+ for (ns.x = 1; ns.x <= QUADSIZE; ns.x++) {
+ for (ns.y = 1; ns.y <= QUADSIZE; ns.y++) {
if (game.quad[ns.x][ns.y]==IHSTAR) {
num--;
if (num==0)
nrmdead = game.state.galaxy[nq.x][nq.y].romulans;
game.state.galaxy[nq.x][nq.y].romulans = 0;
game.state.nromrem -= nrmdead;
- npdead = num - nrmdead*10;
- if (npdead) {
- int loop;
- for (loop = 0; loop < game.inplan; loop++)
- if (same(game.state.planets[loop].w, nq)) {
- DESTROY(&game.state.planets[loop]);
- }
+ /* Destroy planets */
+ for (loop = 0; loop < game.inplan; loop++) {
+ if (same(game.state.planets[loop].w, nq)) {
+ game.state.planets[loop].pclass = destroyed;
+ npdead++;
+ }
}
/* Destroy any base in supernovaed quadrant */
if (game.state.rembase) {
if (same(game.quadrant, nq) || !damaged(DRADIO) || game.condition == docked)
game.state.galaxy[nq.x][nq.y].supernova = true;
/* If supernova destroys last Klingons give special message */
- if (KLINGREM==0 && !same(nq, game.quadrant)) {
+ if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0 && !same(nq, game.quadrant)) {
skip(2);
if (!induced)
prout(_("Lucky you!"));