+++ /dev/null
-#include "sst.h"
-#include <math.h>
-
-void unschedule(int evtype)
-/* remove an event from the schedule */
-{
- game.future[evtype] = FOREVER;
-}
-
-int is_scheduled(int evtype)
-/* is an event of specified type scheduled */
-{
- return game.future[evtype] != FOREVER;
-}
-
-extern double scheduled(int evtype)
-/* when will this event happen? */
-{
- return game.future[evtype];
-}
-
-void schedule(int evtype, double offset)
-/* schedule an event of specified type */
-{
- game.future[evtype] = game.state.date + offset;
-}
-
-void postpone(int evtype, double offset)
-/* poistpone a scheduled event */
-{
- game.future[evtype] += offset;
-}
-
-void events(void)
-{
- int ictbeam=0, ipage=0, istract=0, line, i=0, j, k, l, ixhold=0, iyhold=0;
- double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
- int radio_was_broken;
-
-#ifdef DEBUG
- if (game.idebug) prout("EVENTS");
-#endif
-
- radio_was_broken = (game.damage[DRADIO] != 0.0);
-
- for (;;) {
- /* Select earliest extraneous event, line==0 if no events */
- line = FSPY;
- if (game.alldone) return;
- datemin = fintim;
- for (l = 1; l < NEVENTS; l++)
- if (game.future[l] < datemin) {
- line = l;
- datemin = game.future[l];
- }
- 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;
- }
- /* Is life support adequate? */
- if (game.damage[DLIFSUP] && game.condit != IHDOCKED) {
- 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.condit == IHDOCKED) 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 && game.damage[DRADIO] == 0.0) {
- prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"));
- prout(_(" surveillance reports are coming in."));
- skip(1);
- if (game.iseenit==0) {
- attakreport(0);
- game.iseenit = 1;
- }
- rechart();
- prout(_(" The star chart is now up to date.\""));
- skip(1);
- }
- /* Cause extraneous event LINE to occur */
- game.optime -= xtime;
- switch (line) {
- case FSNOVA: /* Supernova */
- if (ipage==0) pause_game(1);
- ipage=1;
- snova(0,0);
- 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 > 0 ||
- game.condit==IHDOCKED || game.isatb==1 || game.iscate==1) return;
- if (game.ientesc ||
- (game.energy < 2000 && game.torps < 4 && game.shield < 1250) ||
- (game.damage[DPHASER]>0 && (game.damage[DPHOTON]>0 || game.torps < 4)) ||
- (game.damage[DSHIELD] > 0 &&
- (game.energy < 2500 || game.damage[DPHASER] > 0) &&
- (game.torps < 5 || game.damage[DPHOTON] > 0))) {
- /* Tractor-beam her! */
- istract=1;
- yank = square(game.state.kscmdr.x-game.quadrant.x) + square(game.state.kscmdr.y-game.quadrant.y);
- /********* fall through to FTBEAM code ***********/
- }
- else return;
- case FTBEAM: /* Tractor beam */
- if (line==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.condit == IHDOCKED || 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);
- if (ipage==0) pause_game(1);
- ipage=1;
- game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
- ictbeam = 1;
- skip(1);
- proutn("***");
- crmshp();
- prout(_(" caught in long range tractor beam--"));
- /* If Kirk & Co. screwing around on planet, handle */
- atover(1); /* atover(1) is Grab */
- if (game.alldone) return;
- if (game.icraft == 1) { /* Caught in Galileo? */
- finish(FSTRACTOR);
- return;
- }
- /* Check to see if shuttle is aboard */
- if (game.iscraft==0) {
- 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 = -1;
- }
- else {
- prout(_("Galileo, left on the planet surface, is well hidden."));
- }
- }
- if (line==0) {
- game.quadrant.x = game.state.kscmdr.x;
- game.quadrant.y = game.state.kscmdr.y;
- }
- else {
- game.quadrant.x = game.state.kcmdr[i].x;
- game.quadrant.y = game.state.kcmdr[i].y;
- }
- iran(QUADSIZE, &game.sector.x, &game.sector.y);
- 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 = 0;
- }
- if (game.shldup==0) {
- if (game.damage[DSHIELD]==0 && game.shield > 0) {
- doshield(2); /* Shldsup */
- game.shldchg=0;
- }
- else prout(_("(Shields not currently useable.)"));
- }
- newqad(0);
- /* Adjust finish time to time of tractor beaming */
- fintim = game.state.date+game.optime;
- attack(0);
- 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 = 1;
- 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 (game.state.baseq[j].x==game.state.kcmdr[k].x && game.state.baseq[j].y==game.state.kcmdr[k].y &&
- (game.state.baseq[j].x!=game.quadrant.x || game.state.baseq[j].y!=game.quadrant.y) &&
- (game.state.baseq[j].x!=game.state.kscmdr.x || game.state.baseq[j].y!=game.state.kscmdr.y)) {
- 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.x = game.state.baseq[j].x;
- game.battle.y = game.state.baseq[j].y;
- 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] = game.future[FCDBAS] +expran(0.3*game.intime);
- game.iseenit = 0;
- if (game.damage[DRADIO] != 0.0 &&
- game.condit != IHDOCKED) break; /* No warning :-( */
- game.iseenit = 1;
- if (ipage==0) pause_game(1);
- ipage = 1;
- 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 (game.resting) {
- skip(1);
- proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
- if (ja()) {
- game.resting = 0;
- game.optime = 0.0;
- 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! */
- ixhold = game.battle.x;
- iyhold = game.battle.y;
- game.battle.x = game.state.kscmdr.x;
- game.battle.y = game.state.kscmdr.y;
- case FCDBAS: /* Commander succeeds in destroying base */
- if (line==FCDBAS) {
- unschedule(FCDBAS);
- /* find the lucky pair */
- for_commanders(i)
- if (game.state.kcmdr[i].x==game.battle.x && game.state.kcmdr[i].y==game.battle.y)
- 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 */
- game.battle.x = game.battle.y = 0;
- 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 (game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y) {
- 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 &&
- (game.damage[DRADIO] <= 0.0 || game.condit == IHDOCKED)) {
- /* Get word via subspace radio */
- if (ipage==0) pause_game(1);
- ipage = 1;
- 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 (game.state.baseq[i].x==game.battle.x && game.state.baseq[i].y==game.battle.y) {
- game.state.baseq[i].x=game.state.baseq[game.state.rembase].x;
- game.state.baseq[i].y=game.state.baseq[game.state.rembase].y;
- }
- game.state.rembase--;
- if (game.isatb == 2) {
- /* reinstate a commander's base attack */
- game.battle.x = ixhold;
- game.battle.y = iyhold;
- game.isatb = 0;
- }
- else {
- game.battle.x = game.battle.y = 0;
- }
- break;
- case FSCMOVE: /* Supercommander moves */
- schedule(FSCMOVE, 0.2777);
- if (game.ientesc+istract==0 &&
- game.isatb!=1 &&
- (game.iscate!=1 || game.justin==1)) scom(&ipage);
- 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 (game.damage[DRADIO]==0.0 || game.condit == IHDOCKED) {
- if (ipage==0) pause_game(1);
- ipage = 1;
- 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 (game.damage[DRADIO]==0.0 || game.condit == IHDOCKED) {
- if (ipage==0) pause_game(1);
- ipage = 1;
- skip(1);
- proutn(_("Lt. Uhura- \"The deep space probe is now in "));
- proutn(cramlc(quadrant, game.probec));
- prout(".\"");
- }
- }
- /* Update star chart if Radio is working or have access to
- radio. */
- if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) {
- game.state.chart[game.probec.x][game.probec.y].klingons = game.state.galaxy[game.probec.x][game.probec.y].klingons;
- game.state.chart[game.probec.x][game.probec.y].starbase = game.state.galaxy[game.probec.x][game.probec.y].starbase;
- game.state.chart[game.probec.x][game.probec.y].stars = game.state.galaxy[game.probec.x][game.probec.y].stars;
- game.state.galaxy[game.probec.x][game.probec.y].charted = TRUE;
- }
- game.proben--; // One less to travel
- if (game.proben == 0 && game.isarmed &&
- game.state.galaxy[game.probec.x][game.probec.y].stars) {
- /* lets blow the sucker! */
- snova(1,0);
- unschedule(FDSPROB);
- if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
- return;
- }
- break;
-#ifdef EXPERIMENTAL
- case FDISTR: /* inhabited system issues distress call */
- /* in BSD Trek this is a straight 1 stardate ahead */
- schedule(FDISTR, 1.0 + Rand());
- /* if we already have too many, throw this one away */
- if (game.ndistr >= MAXDISTR)
- break;
- /* try a whole bunch of times to find something suitable */
- for (i = 0; i < 100; i++) {
- struct quadrant *q;
- iran(GALSIZE, &ix, &iy);
- q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
- /* 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 */
- if (!((ix == game.quadrant.x && iy == game.quadrant.y) || q->stars<=0 ||
- (q->qsystemname & Q_DISTRESSED) ||
- (q->qsystemname & Q_SYSTEM) == 0 || q->klings <= 0))
- break;
- }
- if (i >= 100)
- /* can't seem to find one; ignore this call */
- break;
-
- /* got one!! Schedule its enslavement */
- game.ndistr++;
- e = xsched(E_ENSLV, 1, ix, iy, q->qsystemname);
- q->qsystemname = (e - Event) | Q_DISTRESSED;
-
- /* tell the captain about it if we can */
- if (game.damage[DRADIO] == 0.0)
- {
- printf("\nUhura: Captain, starsystem %s in quadrant %d,%d is under attack\n",
- Systemname[e->systemname], ix, iy);
- restcancel++;
- }
- else
- /* if we can't tell him, make it invisible */
- e->evcode |= E_HIDDEN;
- break;
- case FENSLV: /* starsystem is enslaved */
- unschedule(e);
- /* see if current distress call still active */
- q = &Quad[e->x][e->y];
- if (q->klings <= 0)
- {
- /* no Klingons, clean up */
- /* restore the system name */
- q->qsystemname = e->systemname;
- break;
- }
-
- /* play stork and schedule the first baby */
- e = schedule(E_REPRO, Param.eventdly[E_REPRO] * franf(), e->x, e->y, e->systemname);
-
- /* report the disaster if we can */
- if (game.damage[DRADIO] == 0.0)
- {
- printf("\nUhura: We've lost contact with starsystem %s\n",
- Systemname[e->systemname]);
- printf(" in quadrant %d,%d.\n", e->x, e->y);
- }
- else
- e->evcode |= E_HIDDEN;
- break;
- case FREPRO: /* Klingon reproduces */
- /* see if distress call is still active */
- q = &Quad[e->x][e->y];
- if (q->klings <= 0)
- {
- unschedule(e);
- q->qsystemname = e->systemname;
- break;
- }
- xresched(e, E_REPRO, 1);
- /* reproduce one Klingon */
- ix = e->x;
- iy = e->y;
- if (Now.klings == 127)
- break; /* full right now */
- if (q->klings >= MAXKLQUAD)
- {
- /* this quadrant not ok, pick an adjacent one */
- for (i = ix - 1; i <= ix + 1; i++)
- {
- if (!VALID_QUADRANT(i))
- continue;
- for (j = iy - 1; j <= iy + 1; j++)
- {
- if (!VALID_QUADRANT(j))
- continue;
- q = &Quad[i][j];
- /* check for this quad ok (not full & no snova) */
- if (q->klings >= MAXKLQUAD || q->stars < 0)
- continue;
- break;
- }
- if (j <= iy + 1)
- break;
- }
- if (j > iy + 1)
- /* cannot create another yet */
- break;
- ix = i;
- iy = j;
- }
- /* deliver the child */
- game.remkl++;
- if (ix == game.quadrant.x && iy == game.quadrant.y)
- newkling(++game.klhere, &ixhold, &iyhold);
-
- /* recompute time left */
- game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
- break;
-#endif /* EXPERIMENTAL */
- }
- }
-}
-
-
-void wait(void)
-{
- int key;
- double temp, delay, origTime;
-
- game.ididit = 0;
- 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() == 0) return;
- }
-
- /* Alternate resting periods (events) with attacks */
-
- game.resting = 1;
- do {
- if (delay <= 0) game.resting = 0;
- if (game.resting == 0) {
- 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(0);
- if (game.alldone) return;
- events();
- game.ididit = 1;
- if (game.alldone) return;
- delay -= temp;
- /* Repair Deathray if long rest at starbase */
- if (origTime-delay >= 9.99 && game.condit == IHDOCKED)
- game.damage[DDRAY] = 0.0;
- } while
- // leave if quadrant supernovas
- (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
-
- game.resting = 0;
- game.optime = 0;
-}
-
-void nova(int ix, int iy)
-{
- 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, nov, scratch;
-
- nov.x = ix; nov.y = iy;
- if (Rand() < 0.05) {
- /* Wow! We've supernova'ed */
- snova(ix, iy);
- return;
- }
-
- /* handle initial nova */
- game.quad[ix][iy] = IHDOT;
- crmena(1, IHSTAR, 2, 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] = ix;
- hits[1][2] = iy;
- 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(scratch.x,scratch.y);
- 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(1, IHSTAR, 2, 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 = NULL;
- game.state.nplankl++;
- crmena(1, IHP, 2, scratch);
- prout(_(" destroyed."));
- DESTROY(&game.state.plnets[game.iplnet]);
- game.iplnet = game.plnet.x = game.plnet.y = 0;
- if (game.landed == 1) {
- 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 (game.state.baseq[i].x==game.quadrant.x && game.state.baseq[i].y==game.quadrant.y)
- break;
- game.state.baseq[i] = game.state.baseq[game.state.rembase];
- game.state.rembase--;
- game.base.x = game.base.y = 0;
- game.state.basekl++;
- newcnd();
- crmena(1, IHB, 2, 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 = 0;
- 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.x,scratch.y,iquad, scratch.x, scratch.y);
- break;
- case IHC: /* Damage/destroy big enemies */
- case IHS:
- case IHR:
- for_local_enemies(ll)
- if (game.ks[ll].x==scratch.x && game.ks[ll].y==scratch.y) break;
- game.kpower[ll] -= 800.0; /* If firepower is lost, die */
- if (game.kpower[ll] <= 0.0) {
- deadkl(scratch.x, scratch.y, iquad, scratch.x, scratch.y);
- break;
- }
- newc.x = scratch.x + scratch.x - hits[mm][1];
- newc.y = scratch.y + scratch.y - hits[mm][2];
- crmena(1, iquad, 2, 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(0, IHBLANK, 2, newc);
- skip(1);
- deadkl(scratch.x, scratch.y, iquad, newc.x, newc.y);
- 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].x = newc.x;
- game.ks[ll].y = newc.y;
- game.kavgd[ll] = sqrt(square(game.sector.x-newc.x)+square(game.sector.y-newc.y));
- game.kdist[ll] = game.kavgd[ll];
- 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."));
- game.iattak=2; /* Eliminates recursion problem */
- imove();
- game.optime = 10.0*game.dist/16.0;
- return;
-}
-
-
-void snova(int insx, int insy)
-{
- int comdead, nsx, nsy, num=0, kldead, iscdead;
- int nrmdead, npdead;
- int incipient=0;
- coord nq;
-
- nq.x = nq.y = 0;
- nsx = insy;
- nsy = insy;
-
- if (insy== 0) {
- if (insx == 1)
- /* NOVAMAX being used */
- nq = game.probec;
- 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;
- }
-#ifdef DEBUG
- if (game.idebug) {
- proutn("Super nova here?");
- if (ja()==1) {
- nq.x = game.quadrant.x;
- nq.y = game.quadrant.y;
- }
- }
-#endif
- }
-
- if (nq.x != game.quadrant.y || nq.y != game.quadrant.y || game.justin != 0) {
- /* it isn't here, or we just entered (treat as inroute) */
- if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) {
- skip(1);
- prout(_("Message from Starfleet Command Stardate %.2f"), game.state.date);
- prout(_(" Supernova in %s; caution advised."),
- cramlc(quadrant, nq));
- }
- }
- else {
- /* we are in the quadrant! */
- incipient = 1;
- num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
- for_sectors(nsx) {
- for_sectors(nsy) {
- if (game.quad[nsx][nsy]==IHSTAR) {
- num--;
- if (num==0) break;
- }
- }
- if (num==0) break;
- }
- }
- }
- else {
- incipient = 1;
- }
-
- if (incipient) {
- coord nd;
- skip(1);
- prouts(_("***RED ALERT! RED ALERT!"));
- skip(1);
- nd.x = nsx; nd.y = nsy;
- prout(_("***Incipient supernova detected at "), cramlc(sector, nd));
- nq = game.quadrant;
- if (square(nsx-game.sector.x) + square(nsy-game.sector.y) <= 2.1) {
- proutn(_("Emergency override attempts t"));
- prouts("***************");
- skip(1);
- stars();
- game.alldone=1;
- }
- }
- /* destroy any Klingons in supernovaed quadrant */
- kldead = game.state.galaxy[nq.x][nq.y].klingons;
- game.state.galaxy[nq.x][nq.y].klingons = 0;
- comdead = iscdead = 0;
- if (same(nq, game.state.kscmdr)) {
- /* did in the Supercommander! */
- game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
- iscdead = 1;
- 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];
- game.state.kcmdr[game.state.remcom].x = game.state.kcmdr[game.state.remcom].y = 0;
- game.state.remcom--;
- kldead--;
- comdead++;
- 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 l;
- for (l = 0; l < game.inplan; l++)
- if (same(game.state.plnets[l].w, nq)) {
- DESTROY(&game.state.plnets[l]);
- }
- }
- /* Destroy any base in supernovaed quadrant */
- if (game.state.rembase) {
- int maxloop = game.state.rembase, l;
- for (l = 1; l <= maxloop; l++)
- if (same(game.state.baseq[l], nq)) {
- game.state.baseq[l] = game.state.baseq[game.state.rembase];
- game.state.baseq[game.state.rembase].x = game.state.baseq[game.state.rembase].y = 0;
- game.state.rembase--;
- break;
- }
- }
- /* If starship caused supernova, tally up destruction */
- if (insx) {
- 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 ((game.quadrant.x == nq.x && game.quadrant.y == nq.y) ||
- game.damage[DRADIO] == 0 ||
- game.condit == IHDOCKED)
- game.state.galaxy[nq.x][nq.y].supernova = TRUE;
- /* If supernova destroys last klingons give special message */
- if (KLINGREM==0 && (nq.x != game.quadrant.x || nq.y != game.quadrant.y)) {
- skip(2);
- if (insx == 0) 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;
-}
-
-