{
int evcode, i=0, j, k, l;
double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
- bool radio_was_broken, ictbeam = false, ipage = false, istract = false;
+ bool radio_was_broken, ictbeam = false, istract = false;
struct quadrant *pdest, *q;
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++) {
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 */
- if (!ipage)
- pause_game(true);
- ipage=true;
- snova(false, NULL);
+ pause_game(true);
+ supernova(false, NULL);
schedule(FSNOVA, expran(0.5*game.intime));
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
}
/* tractor beaming cases merge here */
yank = sqrt(yank);
- if (!ipage)
- pause_game(true);
- ipage=true;
+ pause_game(true);
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;
- if (!ipage)
- pause_game(true);
- ipage = true;
+ pause_game(true);
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 */
- if (!ipage)
- pause_game(true);
- ipage = true;
+ pause_game(true);
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(&ipage);
+ 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) {
- if (!ipage)
- pause_game(true);
- ipage = true;
+ pause_game(true);
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe "));
if (!VALID_QUADRANT(j, i))
break;
}
if (!damaged(DRADIO) || game.condition == docked) {
- if (!ipage)
- pause_game(true);
- ipage = true;
+ pause_game(true);
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 &&
}
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];
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.plnets[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;
/* 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 */
+ 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)
if (npdead) {
int loop;
for (loop = 0; loop < game.inplan; loop++)
- if (same(game.state.plnets[loop].w, nq)) {
- DESTROY(&game.state.plnets[loop]);
+ if (same(game.state.planets[loop].w, nq)) {
+ game.state.planets[loop].pclass = destroyed;
}
}
/* Destroy any base in supernovaed quadrant */
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!"));