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Get rid of the iterator macros I wrote.
[super-star-trek.git]
/
src
/
events.c
diff --git
a/src/events.c
b/src/events.c
index 746911a3b9ff60071eb4bb4b16c535ee4df7f325..aeefdb49c8fdddbcc4d4b76d39e5d2c67567c9a8 100644
(file)
--- a/
src/events.c
+++ b/
src/events.c
@@
-62,11
+62,13
@@
void events(void)
{
int evcode, i=0, j, k, l;
double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
{
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, i
page = false, i
stract = false;
+ bool radio_was_broken, ictbeam = false, istract = false;
struct quadrant *pdest, *q;
coord w, hold;
event *ev, *ev2;
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++) {
if (idebug) {
prout("=== EVENTS from %.2f to %.2f:", game.state.date, fintim);
for (i = 1; i < NEVENTS; i++) {
@@
-145,7
+147,7
@@
void events(void)
prout(_(" surveillance reports are coming in."));
skip(1);
if (!game.iseenit) {
prout(_(" surveillance reports are coming in."));
skip(1);
if (!game.iseenit) {
- attakreport(false);
+ atta
c
kreport(false);
game.iseenit = true;
}
rechart();
game.iseenit = true;
}
rechart();
@@
-156,10
+158,8
@@
void events(void)
game.optime -= xtime;
switch (evcode) {
case FSNOVA: /* Supernova */
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;
schedule(FSNOVA, expran(0.5*game.intime));
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
@@
-198,9
+198,7
@@
void events(void)
}
/* tractor beaming cases merge here */
yank = sqrt(yank);
}
/* 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);
game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
ictbeam = true;
skip(1);
@@
-272,8
+270,8
@@
void events(void)
break;
}
i = 0;
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 (same(game.state.baseq[j], game.state.kcmdr[k]) &&
!same(game.state.baseq[j], game.quadrant) &&
!same(game.state.baseq[j], game.state.kscmdr)) {
@@
-299,9
+297,7
@@
void events(void)
if (!damaged(DRADIO) && game.condition != docked)
break; /* No warning :-( */
game.iseenit = true;
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));
skip(1);
proutn(_("Lt. Uhura- \"Captain, the starbase in "));
prout(cramlc(quadrant, game.battle));
@@
-324,7
+320,7
@@
void events(void)
if (evcode==FCDBAS) {
unschedule(FCDBAS);
/* find the lucky pair */
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 ||
if (same(game.state.kcmdr[i], game.battle))
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
@@
-348,9
+344,7
@@
void events(void)
else if (game.state.rembase != 1 &&
(!damaged(DRADIO) || game.condition == docked)) {
/* Get word via subspace radio */
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 "));
skip(1);
prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"));
proutn(_(" the starbase in "));
@@
-364,7
+358,7
@@
void events(void)
}
/* Remove Starbase from galaxy */
game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
}
/* 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--;
if (same(game.state.baseq[i], game.battle))
game.state.baseq[i] = game.state.baseq[game.state.rembase];
game.state.rembase--;
@@
-380,7
+374,7
@@
void events(void)
schedule(FSCMOVE, 0.2777);
if (!game.ientesc && !istract && game.isatb != 1 &&
(!game.iscate || !game.justin))
schedule(FSCMOVE, 0.2777);
if (!game.ientesc && !istract && game.isatb != 1 &&
(!game.iscate || !game.justin))
- s
com(&ipage
);
+ s
upercommander(
);
break;
case FDSPROB: /* Move deep space probe */
schedule(FDSPROB, 0.01);
break;
case FDSPROB: /* Move deep space probe */
schedule(FDSPROB, 0.01);
@@
-395,9
+389,7
@@
void events(void)
game.state.galaxy[game.probec.x][game.probec.y].supernova) {
// Left galaxy or ran into supernova
if (!damaged(DRADIO) || game.condition == docked) {
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))
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe "));
if (!VALID_QUADRANT(j, i))
@@
-410,9
+402,7
@@
void events(void)
break;
}
if (!damaged(DRADIO) || game.condition == docked) {
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));
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe is now in "));
proutn(cramlc(quadrant, game.probec));
@@
-433,7
+423,7
@@
void events(void)
game.proben--; // One less to travel
if (game.proben == 0 && game.isarmed && pdest->stars) {
/* lets blow the sucker! */
game.proben--; // One less to travel
if (game.proben == 0 && game.isarmed && pdest->stars) {
/* lets blow the sucker! */
- snova(true, &game.probec);
+ s
uper
nova(true, &game.probec);
unschedule(FDSPROB);
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
unschedule(FDSPROB);
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
@@
-444,10
+434,10
@@
void events(void)
/* try a whole bunch of times to find something suitable */
i = 100;
do {
/* 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 &&
w = randplace(GALSIZE);
q = &game.state.galaxy[w.x][w.y];
} while (--i &&
@@
-498,10
+488,8
@@
void events(void)
}
break;
case FREPRO: /* Klingon reproduces */
}
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];
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];
@@
-645,7
+633,7
@@
void nova(coord nov)
if (Rand() < 0.05) {
/* Wow! We've supernova'ed */
if (Rand() < 0.05) {
/* Wow! We've supernova'ed */
- snova(false, &nov);
+ s
uper
nova(false, &nov);
return;
}
return;
}
@@
-684,7
+672,7
@@
void nova(coord nov)
case IHSTAR: /* Affect another star */
if (Rand() < 0.05) {
/* This star supernovas */
case IHSTAR: /* Affect another star */
if (Rand() < 0.05) {
/* This star supernovas */
- snova(false, &scratch);
+ s
uper
nova(false, &scratch);
return;
}
top2++;
return;
}
top2++;
@@
-712,7
+700,7
@@
void nova(coord nov)
break;
case IHB: /* Destroy base */
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
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];
if (same(game.state.baseq[i], game.quadrant))
break;
game.state.baseq[i] = game.state.baseq[game.state.rembase];
@@
-756,7
+744,7
@@
void nova(coord nov)
case IHC: /* Damage/destroy big enemies */
case IHS:
case IHR:
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 */
if (same(game.ks[ll], scratch))
break;
game.kpower[ll] -= 800.0; /* If firepower is lost, die */
@@
-824,7
+812,7
@@
void nova(coord nov)
}
}
-void snova(bool induced, coord *w)
+void s
uper
nova(bool induced, coord *w)
/* star goes supernova */
{
int num = 0, nrmdead, npdead, kldead;
/* star goes supernova */
{
int num = 0, nrmdead, npdead, kldead;
@@
-837,15
+825,14
@@
void snova(bool induced, coord *w)
/* Scheduled supernova -- select star */
/* logic changed here so that we won't favor quadrants in top
left of universe */
/* 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;
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;
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;
num -= game.state.galaxy[nq.x][nq.y].stars;
if (num <= 0)
break;
@@
-873,8
+860,8
@@
void snova(bool induced, coord *w)
coord ns;
/* we are in the quadrant! */
num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
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 (game.quad[ns.x][ns.y]==IHSTAR) {
num--;
if (num==0)