+++ /dev/null
-/*
- * events.c -- event-queue handling
- *
- * This isn't a real event queue a la BSD Trek yet -- you can only have one
- * event of each type active at any given time. Mostly these means we can
- * only have one FDISTR/FENSLV/FREPRO sequence going at any given time;
- * BSD Trek, from which we swiped the idea, can have up to 5.
- */
-#include "sst.h"
-#include <math.h>
-
-event *unschedule(int evtype)
-/* remove an event from the schedule */
-{
- game.future[evtype].date = FOREVER;
- return &game.future[evtype];
-}
-
-int is_scheduled(int evtype)
-/* is an event of specified type scheduled */
-{
- return game.future[evtype].date != FOREVER;
-}
-
-extern double scheduled(int evtype)
-/* when will this event happen? */
-{
- return game.future[evtype].date;
-}
-
-event *schedule(int evtype, double offset)
-/* schedule an event of specified type */
-{
- game.future[evtype].date = game.state.date + offset;
- return &game.future[evtype];
-}
-
-void postpone(int evtype, double offset)
-/* poistpone a scheduled event */
-{
- game.future[evtype].date += offset;
-}
-
-static bool cancelrest(void)
-/* rest period is interrupted by event */
-{
- if (game.resting) {
- skip(1);
- proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
- if (ja() == true) {
- game.resting = false;
- game.optime = 0.0;
- return true;
- }
- }
-
- return false;
-}
-
-void events(void)
-/* run through the event queue looking for things to do */
-{
- 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, 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++) {
- switch (i) {
- case FSNOVA: proutn("=== Supernova "); break;
- case FTBEAM: proutn("=== T Beam "); break;
- case FSNAP: proutn("=== Snapshot "); break;
- case FBATTAK: proutn("=== Base Attack "); break;
- case FCDBAS: proutn("=== Base Destroy "); break;
- case FSCMOVE: proutn("=== SC Move "); break;
- 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 FREPRO: proutn("=== Klingon Build "); break;
- }
- if (is_scheduled(i))
- prout("%.2f", scheduled(i));
- else
- prout("never");
-
- }
- }
-
- radio_was_broken = damaged(DRADIO);
-
- hold.x = hold.y = 0;
- for (;;) {
- /* Select earliest extraneous event, evcode==0 if no events */
- evcode = FSPY;
- if (game.alldone)
- return;
- datemin = fintim;
- for (l = 1; l < NEVENTS; l++)
- if (game.future[l].date < datemin) {
- evcode = l;
- if (idebug)
- prout("== Event %d fires", evcode);
- datemin = game.future[l].date;
- }
- xtime = datemin-game.state.date;
- 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);
- if (game.state.remtime <=0) {
- finish(FDEPLETE);
- return;
- }
- /* Any crew left alive? */
- if (game.state.crew <=0) {
- finish(FCREW);
- return;
- }
- /* Is life support adequate? */
- if (damaged(DLIFSUP) && game.condition != docked) {
- if (game.lsupres < xtime && game.damage[DLIFSUP] > game.lsupres) {
- finish(FLIFESUP);
- return;
- }
- game.lsupres -= xtime;
- if (game.damage[DLIFSUP] <= xtime)
- game.lsupres = game.inlsr;
- }
- /* Fix devices */
- repair = xtime;
- if (game.condition == docked)
- repair /= game.docfac;
- /* Don't fix Deathray here */
- for (l=0; l<NDEVICES; l++)
- if (game.damage[l] > 0.0 && l != DDRAY)
- game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]);
- /* If radio repaired, update star chart and attack reports */
- if (radio_was_broken && !damaged(DRADIO)) {
- prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"));
- prout(_(" surveillance reports are coming in."));
- skip(1);
- if (!game.iseenit) {
- attakreport(false);
- game.iseenit = true;
- }
- rechart();
- prout(_(" The star chart is now up to date.\""));
- skip(1);
- }
- /* Cause extraneous event EVCODE to occur */
- game.optime -= xtime;
- switch (evcode) {
- case FSNOVA: /* Supernova */
- pause_game(true);
- snova(false, NULL);
- schedule(FSNOVA, expran(0.5*game.intime));
- if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
- return;
- break;
- 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;
- if (game.ientesc ||
- (game.energy < 2000 && game.torps < 4 && game.shield < 1250) ||
- (damaged(DPHASER) && (damaged(DPHOTON) || game.torps < 4)) ||
- (damaged(DSHIELD) &&
- (game.energy < 2500 || damaged(DPHASER)) &&
- (game.torps < 5 || damaged(DPHOTON)))) {
- /* Tractor-beam her! */
- istract = true;
- yank = distance(game.state.kscmdr, game.quadrant);
- /********* fall through to FTBEAM code ***********/
- }
- else
- return;
- case FTBEAM: /* Tractor beam */
- if (evcode==FTBEAM) {
- if (game.state.remcom == 0) {
- unschedule(FTBEAM);
- break;
- }
- i = Rand()*game.state.remcom+1.0;
- yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y);
- if (istract || game.condition == docked || yank == 0) {
- /* Drats! Have to reschedule */
- schedule(FTBEAM,
- game.optime + expran(1.5*game.intime/game.state.remcom));
- break;
- }
- }
- /* tractor beaming cases merge here */
- yank = sqrt(yank);
- pause_game(true);
- game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
- ictbeam = true;
- skip(1);
- proutn("***");
- crmshp();
- prout(_(" caught in long range tractor beam--"));
- /* If Kirk & Co. screwing around on planet, handle */
- atover(true); /* atover(true) is Grab */
- if (game.alldone)
- return;
- if (game.icraft) { /* Caught in Galileo? */
- finish(FSTRACTOR);
- return;
- }
- /* Check to see if shuttle is aboard */
- if (game.iscraft == offship) {
- skip(1);
- if (Rand() > 0.5) {
- prout(_("Galileo, left on the planet surface, is captured"));
- prout(_("by aliens and made into a flying McDonald's."));
- game.damage[DSHUTTL] = -10;
- game.iscraft = removed;
- }
- else {
- prout(_("Galileo, left on the planet surface, is well hidden."));
- }
- }
- if (evcode==0)
- game.quadrant = game.state.kscmdr;
- else
- game.quadrant = game.state.kcmdr[i];
- game.sector = randplace(QUADSIZE);
- crmshp();
- proutn(_(" is pulled to "));
- proutn(cramlc(quadrant, game.quadrant));
- proutn(", ");
- prout(cramlc(sector, game.sector));
- if (game.resting) {
- prout(_("(Remainder of rest/repair period cancelled.)"));
- game.resting = false;
- }
- if (!game.shldup) {
- if (!damaged(DSHIELD) && game.shield > 0) {
- doshield(true); /* raise shields */
- game.shldchg=false;
- }
- else
- prout(_("(Shields not currently useable.)"));
- }
- newqad(false);
- /* Adjust finish time to time of tractor beaming */
- fintim = game.state.date+game.optime;
- attack(false);
- if (game.state.remcom <= 0)
- unschedule(FTBEAM);
- else
- schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom));
- break;
- case FSNAP: /* Snapshot of the universe (for time warp) */
- game.snapsht = game.state;
- game.state.snap = true;
- schedule(FSNAP, expran(0.5 * game.intime));
- break;
- case FBATTAK: /* Commander attacks starbase */
- if (game.state.remcom==0 || game.state.rembase==0) {
- /* no can do */
- unschedule(FBATTAK);
- unschedule(FCDBAS);
- break;
- }
- i = 0;
- for_starbases(j) {
- for_commanders(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)) {
- i = 1;
- break;
- }
- if (i == 1)
- break;
- }
- if (j>game.state.rembase) {
- /* no match found -- try later */
- schedule(FBATTAK, expran(0.3*game.intime));
- unschedule(FCDBAS);
- break;
- }
- /* commander + starbase combination found -- launch attack */
- game.battle = game.state.baseq[j];
- schedule(FCDBAS, 1.0+3.0*Rand());
- if (game.isatb) /* extra time if SC already attacking */
- postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date);
- game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime);
- game.iseenit = false;
- if (!damaged(DRADIO) && game.condition != docked)
- break; /* No warning :-( */
- game.iseenit = true;
- pause_game(true);
- skip(1);
- proutn(_("Lt. Uhura- \"Captain, the starbase in "));
- prout(cramlc(quadrant, game.battle));
- prout(_(" reports that it is under attack and that it can"));
- proutn(_(" hold out only until stardate %d"),
- (int)scheduled(FCDBAS));
- prout(".\"");
- if (cancelrest())
- return;
- break;
- case FSCDBAS: /* Supercommander destroys base */
- unschedule(FSCDBAS);
- game.isatb = 2;
- if (!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase)
- break; /* WAS RETURN! */
- hold = game.battle;
- game.battle = game.state.kscmdr;
- /* FALL THROUGH */
- case FCDBAS: /* Commander succeeds in destroying base */
- if (evcode==FCDBAS) {
- unschedule(FCDBAS);
- /* find the lucky pair */
- for_commanders(i)
- if (same(game.state.kcmdr[i], game.battle))
- break;
- if (i > game.state.remcom || game.state.rembase == 0 ||
- !game.state.galaxy[game.battle.x][game.battle.y].starbase) {
- /* No action to take after all */
- invalidate(game.battle);
- break;
- }
- }
- /* Code merges here for any commander destroying base */
- /* Not perfect, but will have to do */
- /* Handle case where base is in same quadrant as starship */
- if (same(game.battle, game.quadrant)) {
- game.state.chart[game.battle.x][game.battle.y].starbase = false;
- game.quad[game.base.x][game.base.y] = IHDOT;
- game.base.x=game.base.y=0;
- newcnd();
- skip(1);
- prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""));
- }
- else if (game.state.rembase != 1 &&
- (!damaged(DRADIO) || game.condition == docked)) {
- /* Get word via subspace radio */
- pause_game(true);
- skip(1);
- prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"));
- proutn(_(" the starbase in "));
- proutn(cramlc(quadrant, game.battle));
- prout(_(" has been destroyed by"));
- if (game.isatb == 2)
- prout(_("the Klingon Super-Commander"));
- else
- prout(_("a Klingon Commander"));
- game.state.chart[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)
- if (same(game.state.baseq[i], game.battle))
- game.state.baseq[i] = game.state.baseq[game.state.rembase];
- game.state.rembase--;
- if (game.isatb == 2) {
- /* reinstate a commander's base attack */
- game.battle = hold;
- game.isatb = 0;
- }
- else
- invalidate(game.battle);
- break;
- case FSCMOVE: /* Supercommander moves */
- schedule(FSCMOVE, 0.2777);
- if (!game.ientesc && !istract && game.isatb != 1 &&
- (!game.iscate || !game.justin))
- scom();
- break;
- case FDSPROB: /* Move deep space probe */
- schedule(FDSPROB, 0.01);
- game.probex += game.probeinx;
- game.probey += game.probeiny;
- i = (int)(game.probex/QUADSIZE +0.05);
- j = (int)(game.probey/QUADSIZE + 0.05);
- if (game.probec.x != i || game.probec.y != j) {
- game.probec.x = i;
- game.probec.y = j;
- if (!VALID_QUADRANT(i, j) ||
- 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);
- skip(1);
- proutn(_("Lt. Uhura- \"The deep space probe "));
- if (!VALID_QUADRANT(j, i))
- proutn(_("has left the galaxy"));
- else
- proutn(_("is no longer transmitting"));
- prout(".\"");
- }
- unschedule(FDSPROB);
- break;
- }
- if (!damaged(DRADIO) || game.condition == docked) {
- pause_game(true);
- skip(1);
- proutn(_("Lt. Uhura- \"The deep space probe is now in "));
- proutn(cramlc(quadrant, game.probec));
- prout(".\"");
- }
- }
- pdest = &game.state.galaxy[game.probec.x][game.probec.y];
- /* Update star chart if Radio is working or have access to
- radio. */
- if (!damaged(DRADIO) || game.condition == docked) {
- struct page *chp = &game.state.chart[game.probec.x][game.probec.y];
-
- chp->klingons = pdest->klingons;
- chp->starbase = pdest->starbase;
- chp->stars = pdest->stars;
- pdest->charted = true;
- }
- game.proben--; // One less to travel
- if (game.proben == 0 && game.isarmed && pdest->stars) {
- /* lets blow the sucker! */
- snova(true, &game.probec);
- unschedule(FDSPROB);
- if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
- return;
- }
- break;
- case FDISTR: /* inhabited system issues distress call */
- unschedule(FDISTR);
- /* 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 */
- w = randplace(GALSIZE);
- q = &game.state.galaxy[w.x][w.y];
- } while (--i &&
- (same(game.quadrant, w) || q->planet == NOPLANET ||
- q->supernova || q->status!=secure || q->klingons<=0));
- if (i == 0) {
- /* can't seem to find one; ignore this call */
- if (idebug)
- prout("=== Couldn't find location for distress event.");
- break;
- }
-
- /* got one!! Schedule its enslavement */
- ev = schedule(FENSLV, expran(game.intime));
- ev->quadrant = w;
- q->status = distressed;
-
- /* 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",
- systnames[q->planet], cramlc(quadrant, w));
- prout("by a Klingon invasion fleet.");
- if (cancelrest())
- return;
- }
- break;
- case FENSLV: /* starsystem is enslaved */
- ev = unschedule(FENSLV);
- /* see if current distress call still active */
- q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
- if (q->klingons <= 0) {
- q->status = secure;
- break;
- }
- q->status = enslaved;
-
- /* play stork and schedule the first baby */
- ev2 = schedule(FREPRO, expran(2.0 * game.intime));
- ev2->quadrant = ev->quadrant;
-
- /* report the disaster if we can */
- if (!damaged(DRADIO) || game.condition == docked)
- {
- prout("Uhura- We've lost contact with starsystem %s",
- systnames[q->planet]);
- 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.
- */
- 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 (q->klingons <= 0) {
- q->status = secure;
- break;
- }
- if (game.state.remkl >=MAXKLGAME)
- break; /* full right now */
- /* reproduce one Klingon */
- w = ev->quadrant;
- if (game.klhere >= MAXKLQUAD) {
- /* this quadrant not ok, pick an adjacent one */
- for (i = w.x - 1; i <= w.x + 1; i++)
- {
- for (j = w.y - 1; j <= w.y + 1; j++)
- {
- if (!VALID_QUADRANT(i, j))
- continue;
- q = &game.state.galaxy[w.x][w.y];
- /* check for this quad ok (not full & no snova) */
- if (q->klingons >= MAXKLQUAD || q->supernova)
- continue;
- goto foundit;
- }
- }
- break; /* search for eligible quadrant failed */
- foundit:
- w.x = i;
- w.y = j;
- }
-
- /* deliver the child */
- game.state.remkl++;
- q->klingons++;
- if (same(game.quadrant, w))
- newkling(++game.klhere);
-
- /* recompute time left */
- game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
- /* 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]);
- } else {
- prout("Uhura- Starfleet reports increased Klingon activity");
- if (q->planet != NOPLANET)
- proutn("near %s", systnames[q->planet]);
- prout("in %s.\n", cramlc(quadrant, w));
- }
- }
- break;
- }
- }
-}
-
-
-void wait(void)
-/* wait on events */
-{
- int key;
- double temp, delay, origTime;
-
- game.ididit = false;
- for (;;) {
- key = scan();
- if (key != IHEOL)
- break;
- proutn(_("How long? "));
- }
- chew();
- if (key != IHREAL) {
- huh();
- return;
- }
- origTime = delay = aaitem;
- if (delay <= 0.0)
- return;
- if (delay >= game.state.remtime || game.nenhere != 0) {
- proutn(_("Are you sure? "));
- if (ja() == false)
- return;
- }
-
- /* Alternate resting periods (events) with attacks */
-
- game.resting = true;
- do {
- if (delay <= 0)
- game.resting = false;
- if (!game.resting) {
- prout(_("%d stardates left."), (int)game.state.remtime);
- return;
- }
- temp = game.optime = delay;
-
- if (game.nenhere) {
- double rtime = 1.0 + Rand();
- if (rtime < temp)
- temp = rtime;
- game.optime = temp;
- }
- if (game.optime < delay)
- attack(false);
- if (game.alldone)
- return;
- events();
- game.ididit = true;
- if (game.alldone)
- return;
- delay -= temp;
- /* Repair Deathray if long rest at starbase */
- if (origTime-delay >= 9.99 && game.condition == docked)
- game.damage[DDRAY] = 0.0;
- } while
- // leave if quadrant supernovas
- (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
-
- game.resting = false;
- game.optime = 0;
-}
-
-/*
- * A nova occurs. It is the result of having a star hit with a
- * photon torpedo, or possibly of a probe warhead going off.
- * Stars that go nova cause stars which surround them to undergo
- * the same probabilistic process. Klingons next to them are
- * destroyed. And if the starship is next to it, it gets zapped.
- * If the zap is too much, it gets destroyed.
- */
-void nova(coord nov)
-/* star goes nova */
-{
- static double course[] =
- {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5};
- int bot, top, top2, hits[QUADSIZE+1][3], kount, icx, icy, mm, nn, j;
- int iquad, iquad1, i, ll;
- coord newc, scratch;
-
- if (Rand() < 0.05) {
- /* Wow! We've supernova'ed */
- snova(false, &nov);
- return;
- }
-
- /* handle initial nova */
- game.quad[nov.x][nov.y] = IHDOT;
- crmena(false, IHSTAR, sector, nov);
- prout(_(" novas."));
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars--;
- game.state.starkl++;
-
- /* Set up stack to recursively trigger adjacent stars */
- bot = top = top2 = 1;
- kount = 0;
- icx = icy = 0;
- hits[1][1] = nov.x;
- hits[1][2] = nov.y;
- while (1) {
- for (mm = bot; mm <= top; mm++)
- for (nn = 1; nn <= 3; nn++) /* nn,j represents coordinates around current */
- for (j = 1; j <= 3; j++) {
- if (j==2 && nn== 2)
- continue;
- scratch.x = hits[mm][1]+nn-2;
- scratch.y = hits[mm][2]+j-2;
- if (!VALID_SECTOR(scratch.y, scratch.x))
- continue;
- iquad = game.quad[scratch.x][scratch.y];
- switch (iquad) {
- // case IHDOT: /* Empty space ends reaction
- // case IHQUEST:
- // case IHBLANK:
- // case IHT:
- // case IHWEB:
- default:
- break;
- case IHSTAR: /* Affect another star */
- if (Rand() < 0.05) {
- /* This star supernovas */
- snova(false, &scratch);
- return;
- }
- top2++;
- hits[top2][1]=scratch.x;
- hits[top2][2]=scratch.y;
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1;
- game.state.starkl++;
- crmena(true, IHSTAR, sector, scratch);
- prout(_(" novas."));
- game.quad[scratch.x][scratch.y] = IHDOT;
- break;
- case IHP: /* Destroy planet */
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
- game.state.nplankl++;
- crmena(true, IHP, sector, scratch);
- prout(_(" destroyed."));
- DESTROY(&game.state.planets[game.iplnet]);
- game.iplnet = 0;
- invalidate(game.plnet);
- if (game.landed) {
- finish(FPNOVA);
- return;
- }
- game.quad[scratch.x][scratch.y] = IHDOT;
- break;
- case IHB: /* Destroy base */
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
- for_starbases(i)
- if (same(game.state.baseq[i], game.quadrant))
- break;
- game.state.baseq[i] = game.state.baseq[game.state.rembase];
- game.state.rembase--;
- invalidate(game.base);
- game.state.basekl++;
- newcnd();
- crmena(true, IHB, sector, scratch);
- prout(_(" destroyed."));
- game.quad[scratch.x][scratch.y] = IHDOT;
- break;
- case IHE: /* Buffet ship */
- case IHF:
- prout(_("***Starship buffeted by nova."));
- if (game.shldup) {
- if (game.shield >= 2000.0)
- game.shield -= 2000.0;
- else {
- double diff = 2000.0 - game.shield;
- game.energy -= diff;
- game.shield = 0.0;
- game.shldup = false;
- prout(_("***Shields knocked out."));
- game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
- }
- }
- else
- game.energy -= 2000.0;
- if (game.energy <= 0) {
- finish(FNOVA);
- return;
- }
- /* add in course nova contributes to kicking starship*/
- icx += game.sector.x-hits[mm][1];
- icy += game.sector.y-hits[mm][2];
- kount++;
- break;
- case IHK: /* kill klingon */
- deadkl(scratch,iquad, scratch);
- break;
- case IHC: /* Damage/destroy big enemies */
- case IHS:
- case IHR:
- for_local_enemies(ll)
- if (same(game.ks[ll], scratch))
- break;
- game.kpower[ll] -= 800.0; /* If firepower is lost, die */
- if (game.kpower[ll] <= 0.0) {
- deadkl(scratch, iquad, scratch);
- break;
- }
- newc.x = scratch.x + scratch.x - hits[mm][1];
- newc.y = scratch.y + scratch.y - hits[mm][2];
- crmena(true, iquad, sector, scratch);
- proutn(_(" damaged"));
- if (!VALID_SECTOR(newc.x, newc.y)) {
- /* can't leave quadrant */
- skip(1);
- break;
- }
- iquad1 = game.quad[newc.x][newc.y];
- if (iquad1 == IHBLANK) {
- proutn(_(", blasted into "));
- crmena(false, IHBLANK, sector, newc);
- skip(1);
- deadkl(scratch, iquad, newc);
- break;
- }
- if (iquad1 != IHDOT) {
- /* can't move into something else */
- skip(1);
- break;
- }
- proutn(_(", buffeted to "));
- proutn(cramlc(sector, newc));
- game.quad[scratch.x][scratch.y] = IHDOT;
- game.quad[newc.x][newc.y] = iquad;
- game.ks[ll] = newc;
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc);
- skip(1);
- break;
- }
- }
- if (top == top2)
- break;
- bot = top + 1;
- top = top2;
- }
- if (kount==0)
- return;
-
- /* Starship affected by nova -- kick it away. */
- game.dist = kount*0.1;
- if (icx)
- icx = (icx < 0 ? -1 : 1);
- if (icy)
- icy = (icy < 0 ? -1 : 1);
- game.direc = course[3*(icx+1)+icy+2];
- if (game.direc == 0.0)
- game.dist = 0.0;
- if (game.dist == 0.0)
- return;
- game.optime = 10.0*game.dist/16.0;
- skip(1);
- prout(_("Force of nova displaces starship."));
- imove(true);
- game.optime = 10.0*game.dist/16.0;
- return;
-}
-
-
-void snova(bool induced, coord *w)
-/* star goes supernova */
-{
- int num = 0, nrmdead, npdead, kldead;
- coord nq;
-
- if (w != NULL)
- nq = *w;
- else {
- int stars = 0;
- /* 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) {
- 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) {
- num -= game.state.galaxy[nq.x][nq.y].stars;
- if (num <= 0)
- break;
- }
- if (num <=0)
- break;
- }
- if (idebug) {
- proutn("=== Super nova here?");
- if (ja() == true)
- nq = game.quadrant;
- }
- }
-
- if (!same(nq, game.quadrant) || game.justin) {
- /* it isn't here, or we just entered (treat as enroute) */
- if (!damaged(DRADIO) || game.condition == docked) {
- skip(1);
- prout(_("Message from Starfleet Command Stardate %.2f"), game.state.date);
- prout(_(" Supernova in %s; caution advised."),
- cramlc(quadrant, nq));
- }
- }
- else {
- 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) {
- if (game.quad[ns.x][ns.y]==IHSTAR) {
- num--;
- if (num==0)
- break;
- }
- }
- if (num==0)
- break;
- }
-
- skip(1);
- prouts(_("***RED ALERT! RED ALERT!"));
- skip(1);
- prout(_("***Incipient supernova detected at %s"), cramlc(sector, ns));
- if (square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1) {
- proutn(_("Emergency override attempts t"));
- prouts("***************");
- skip(1);
- stars();
- game.alldone = true;
- }
- }
-
- /* destroy any Klingons in supernovaed quadrant */
- kldead = game.state.galaxy[nq.x][nq.y].klingons;
- game.state.galaxy[nq.x][nq.y].klingons = 0;
- if (same(nq, game.state.kscmdr)) {
- /* did in the Supercommander! */
- game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
- game.iscate = false;
- unschedule(FSCMOVE);
- unschedule(FSCDBAS);
- }
- if (game.state.remcom) {
- int maxloop = game.state.remcom, l;
- for (l = 1; l <= maxloop; l++) {
- if (same(game.state.kcmdr[l], nq)) {
- game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom];
- invalidate(game.state.kcmdr[game.state.remcom]);
- game.state.remcom--;
- kldead--;
- if (game.state.remcom==0)
- unschedule(FTBEAM);
- break;
- }
- }
- }
- game.state.remkl -= kldead;
- /* destroy Romulans and planets in supernovaed quadrant */
- 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 any base in supernovaed quadrant */
- if (game.state.rembase) {
- int maxloop = game.state.rembase, loop;
- for (loop = 1; loop <= maxloop; loop++)
- if (same(game.state.baseq[loop], nq)) {
- game.state.baseq[loop] = game.state.baseq[game.state.rembase];
- invalidate(game.state.baseq[game.state.rembase]);
- game.state.rembase--;
- break;
- }
- }
- /* If starship caused supernova, tally up destruction */
- if (induced) {
- game.state.starkl += game.state.galaxy[nq.x][nq.y].stars;
- game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase;
- game.state.nplankl += npdead;
- }
- /* mark supernova in galaxy and in star chart */
- 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)) {
- skip(2);
- if (!induced)
- prout(_("Lucky you!"));
- proutn(_("A supernova in %s has just destroyed the last Klingons."),
- cramlc(quadrant, nq));
- finish(FWON);
- return;
- }
- /* if some Klingons remain, continue or die in supernova */
- if (game.alldone)
- finish(FSNOVAED);
- return;
-}