+/*
+ * 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>
-void unschedule(int evtype)
+event *unschedule(int evtype)
/* remove an event from the schedule */
{
- game.future[evtype] = FOREVER;
+ 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] != FOREVER;
+ return game.future[evtype].date != FOREVER;
}
-extern double scheduled(int evtype)
+double scheduled(int evtype)
/* when will this event happen? */
{
- return game.future[evtype];
+ return game.future[evtype].date;
}
-void schedule(int evtype, double offset)
+event *schedule(int evtype, double offset)
/* schedule an event of specified type */
{
- game.future[evtype] = game.state.date + offset;
+ game.future[evtype].date = game.state.date + offset;
+ return &game.future[evtype];
}
void postpone(int evtype, double offset)
-/* poistpone a scheduled event */
+/* postpone a scheduled event */
{
- game.future[evtype] += offset;
+ 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 ictbeam=0, ipage=0, istract=0, line, i=0, j, k, l, ixhold=0, iyhold=0;
+ int evcode, i=0, j, k, l;
double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
- int radio_was_broken;
- struct quadrant *pdest;
+ bool radio_was_broken, ictbeam = false, istract = false;
+ struct quadrant *pdest, *q;
+ coord w, hold;
+ event *ev, *ev2;
+
+ 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("=== Enslavement "); break;
+ case FREPRO: proutn("=== Klingon Build "); break;
+ }
+ if (is_scheduled(i))
+ prout("%.2f", scheduled(i));
+ else
+ prout("never");
-#ifdef DEBUG
- if (game.idebug) prout("EVENTS");
-#endif
+ }
+ }
- radio_was_broken = (game.damage[DRADIO] != 0.0);
+ radio_was_broken = damaged(DRADIO);
+ hold.x = hold.y = 0;
for (;;) {
- /* Select earliest extraneous event, line==0 if no events */
- line = FSPY;
- if (game.alldone) return;
+ /* 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] < datemin) {
- line = l;
- datemin = game.future[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);
+ 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;
}
+ /* Any crew left alive? */
+ if (game.state.crew <=0) {
+ finish(FCREW);
+ return;
+ }
/* Is life support adequate? */
- if (game.damage[DLIFSUP] && game.condit != IHDOCKED) {
+ 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;
+ if (game.damage[DLIFSUP] <= xtime)
+ game.lsupres = game.inlsr;
}
/* Fix devices */
repair = xtime;
- if (game.condit == IHDOCKED) repair /= game.docfac;
+ 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 && game.damage[DRADIO] == 0.0) {
+ 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==0) {
- attakreport(0);
- game.iseenit = 1;
+ if (!game.iseenit) {
+ attackreport(false);
+ game.iseenit = true;
}
rechart();
prout(_(" The star chart is now up to date.\""));
skip(1);
}
- /* Cause extraneous event LINE to occur */
+ /* Cause extraneous event EVCODE to occur */
game.optime -= xtime;
- switch (line) {
+ switch (evcode) {
case FSNOVA: /* Supernova */
- if (ipage==0) pause_game(1);
- ipage=1;
- snova(0,0);
+ announce();
+ supernova(false, NULL);
schedule(FSNOVA, expran(0.5*game.intime));
- if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) return;
+ 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;
+ ictbeam || istract ||
+ game.condition==docked || game.isatb==1 || game.iscate)
+ 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))) {
+ (damaged(DPHASER) && (damaged(DPHOTON) || game.torps < 4)) ||
+ (damaged(DSHIELD) &&
+ (game.energy < 2500 || damaged(DPHASER)) &&
+ (game.torps < 5 || damaged(DPHOTON)))) {
/* Tractor-beam her! */
- istract=1;
- yank = square(game.state.kscmdr.x-game.quadrant.x) + square(game.state.kscmdr.y-game.quadrant.y);
+ istract = true;
+ yank = distance(game.state.kscmdr, game.quadrant);
/********* fall through to FTBEAM code ***********/
}
- else return;
+ else
+ return;
case FTBEAM: /* Tractor beam */
- if (line==FTBEAM) {
+ 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.condit == IHDOCKED || yank == 0) {
+ if (istract || game.condition == docked || yank == 0) {
/* Drats! Have to reschedule */
schedule(FTBEAM,
game.optime + expran(1.5*game.intime/game.state.remcom));
}
/* tractor beaming cases merge here */
yank = sqrt(yank);
- if (ipage==0) pause_game(1);
- ipage=1;
+ announce();
game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
- ictbeam = 1;
+ ictbeam = true;
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? */
+ 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==0) {
+ 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 = -1;
+ game.iscraft = removed;
}
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);
+ 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));
prout(cramlc(sector, game.sector));
if (game.resting) {
prout(_("(Remainder of rest/repair period cancelled.)"));
- game.resting = 0;
+ game.resting = false;
}
- if (game.shldup==0) {
- if (game.damage[DSHIELD]==0 && game.shield > 0) {
- doshield(2); /* Shldsup */
- game.shldchg=0;
+ if (!game.shldup) {
+ if (!damaged(DSHIELD) && game.shield > 0) {
+ doshield(true); /* raise shields */
+ game.shldchg=false;
}
- else prout(_("(Shields not currently useable.)"));
+ else
+ prout(_("(Shields not currently useable.)"));
}
- newqad(0);
+ newqad(false);
/* 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));
+ 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 = 1;
+ game.state.snap = true;
schedule(FSNAP, expran(0.5 * game.intime));
break;
case FBATTAK: /* Commander attacks starbase */
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)) {
+ 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)) {
i = 1;
break;
}
- if (i == 1) break;
+ if (i == 1)
+ break;
}
if (j>game.state.rembase) {
/* no match found -- try later */
break;
}
/* commander + starbase combination found -- launch attack */
- game.battle.x = game.state.baseq[j].x;
- game.battle.y = game.state.baseq[j].y;
+ 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] = 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;
+ 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;
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"Captain, the starbase in "));
prout(cramlc(quadrant, game.battle));
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;
- }
- }
+ 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! */
- ixhold = game.battle.x;
- iyhold = game.battle.y;
- game.battle.x = game.state.kscmdr.x;
- game.battle.y = game.state.kscmdr.y;
+ hold = game.battle;
+ game.battle = game.state.kscmdr;
+ /* FALL THROUGH */
case FCDBAS: /* Commander succeeds in destroying base */
- if (line==FCDBAS) {
+ if (evcode==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)
+ 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 ||
!game.state.galaxy[game.battle.x][game.battle.y].starbase) {
/* No action to take after all */
- game.battle.x = game.battle.y = 0;
+ 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 (game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y) {
+ 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;
prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""));
}
else if (game.state.rembase != 1 &&
- (game.damage[DRADIO] <= 0.0 || game.condit == IHDOCKED)) {
+ (!damaged(DRADIO) || game.condition == docked)) {
/* Get word via subspace radio */
- if (ipage==0) pause_game(1);
- ipage = 1;
+ announce();
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"));
+ 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;
- }
+ 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 (game.isatb == 2) {
/* reinstate a commander's base attack */
- game.battle.x = ixhold;
- game.battle.y = iyhold;
+ game.battle = hold;
game.isatb = 0;
}
- else {
- game.battle.x = game.battle.y = 0;
- }
+ else
+ invalidate(game.battle);
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);
+ if (!game.ientesc && !istract && game.isatb != 1 &&
+ (!game.iscate || !game.justin))
+ supercommander();
break;
case FDSPROB: /* Move deep space probe */
schedule(FDSPROB, 0.01);
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;
+ if (!damaged(DRADIO) || game.condition == docked) {
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe "));
if (!VALID_QUADRANT(j, i))
unschedule(FDSPROB);
break;
}
- if (game.damage[DRADIO]==0.0 || game.condit == IHDOCKED) {
- if (ipage==0) pause_game(1);
- ipage = 1;
+ if (!damaged(DRADIO) || game.condition == docked) {
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe is now in "));
proutn(cramlc(quadrant, game.probec));
pdest = &game.state.galaxy[game.probec.x][game.probec.y];
/* Update star chart if Radio is working or have access to
radio. */
- if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) {
+ if (!damaged(DRADIO) || game.condition == docked) {
struct page *chp = &game.state.chart[game.probec.x][game.probec.y];
chp->klingons = pdest->klingons;
game.proben--; // One less to travel
if (game.proben == 0 && game.isarmed && pdest->stars) {
/* lets blow the sucker! */
- snova(1,0);
+ supernova(true, &game.probec);
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;
+ unschedule(FDISTR);
/* 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)
+ 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 ||
+ 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 */
+ if (idebug)
+ prout("=== Couldn't find location for distress event.");
break;
+ }
/* got one!! Schedule its enslavement */
- game.ndistr++;
- e = xsched(E_ENSLV, 1, ix, iy, q->qsystemname);
- q->qsystemname = (e - Event) | Q_DISTRESSED;
+ ev = schedule(FENSLV, expran(game.intime));
+ ev->quadrant = w;
+ q->status = distressed;
/* tell the captain about it if we can */
- if (game.damage[DRADIO] == 0.0)
+ if (!damaged(DRADIO) || game.condition == docked)
{
- printf("\nUhura: Captain, starsystem %s in quadrant %d,%d is under attack\n",
- Systemname[e->systemname], ix, iy);
- restcancel++;
+ 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;
}
- else
- /* if we can't tell him, make it invisible */
- e->evcode |= E_HIDDEN;
break;
- case FENSLV: /* starsystem is enslaved */
- unschedule(e);
+ case FENSLV: /* starsystem is enslaved */
+ ev = unschedule(FENSLV);
/* 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;
+ 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 */
- e = schedule(E_REPRO, Param.eventdly[E_REPRO] * franf(), e->x, e->y, e->systemname);
+ ev2 = schedule(FREPRO, expran(2.0 * game.intime));
+ ev2->quadrant = ev->quadrant;
/* report the disaster if we can */
- if (game.damage[DRADIO] == 0.0)
+ if (!damaged(DRADIO) || game.condition == docked)
{
- printf("\nUhura: We've lost contact with starsystem %s\n",
- Systemname[e->systemname]);
- printf(" in quadrant %d,%d.\n", e->x, e->y);
+ prout(_("Uhura- We've lost contact with starsystem %s"),
+ systnames[q->planet]);
+ prout(_("in %s.\n"), cramlc(quadrant, ev->quadrant));
}
- 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;
+ 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;
}
- xresched(e, E_REPRO, 1);
- /* reproduce one Klingon */
- ix = e->x;
- iy = e->y;
- if (Now.klings == 127)
+ if (game.state.remkl >=MAXKLGAME)
break; /* full right now */
- if (q->klings >= MAXKLQUAD)
- {
+ /* reproduce one Klingon */
+ w = ev->quadrant;
+ if (game.klhere >= MAXKLQUAD) {
/* this quadrant not ok, pick an adjacent one */
- for (i = ix - 1; i <= ix + 1; i++)
+ for (i = w.x - 1; i <= w.x + 1; i++)
{
- if (!VALID_QUADRANT(i))
- continue;
- for (j = iy - 1; j <= iy + 1; j++)
+ for (j = w.y - 1; j <= w.y + 1; j++)
{
- if (!VALID_QUADRANT(j))
+ if (!VALID_QUADRANT(i, j))
continue;
- q = &Quad[i][j];
+ q = &game.state.galaxy[w.x][w.y];
/* check for this quad ok (not full & no snova) */
- if (q->klings >= MAXKLQUAD || q->stars < 0)
+ if (q->klingons >= MAXKLQUAD || q->supernova)
continue;
- break;
+ goto foundit;
}
- if (j <= iy + 1)
- break;
}
- if (j > iy + 1)
- /* cannot create another yet */
- break;
- ix = i;
- iy = j;
+ break; /* search for eligible quadrant failed */
+ foundit:
+ w.x = i;
+ w.y = j;
}
+
/* deliver the child */
- game.remkl++;
- if (ix == game.quadrant.x && iy == game.quadrant.y)
- newkling(++game.klhere, &ixhold, &iyhold);
+ 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);
+ 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]);
+ } 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;
-#endif /* EXPERIMENTAL */
}
}
}
void wait(void)
+/* wait on events */
{
int key;
double temp, delay, origTime;
- game.ididit = 0;
+ game.ididit = false;
for (;;) {
key = scan();
- if (key != IHEOL) break;
+ if (key != IHEOL)
+ break;
proutn(_("How long? "));
}
chew();
return;
}
origTime = delay = aaitem;
- if (delay <= 0.0) return;
+ if (delay <= 0.0)
+ return;
if (delay >= game.state.remtime || game.nenhere != 0) {
proutn(_("Are you sure? "));
- if (ja() == 0) return;
+ if (ja() == false)
+ return;
}
/* Alternate resting periods (events) with attacks */
- game.resting = 1;
+ game.resting = true;
do {
- if (delay <= 0) game.resting = 0;
- if (game.resting == 0) {
+ if (delay <= 0)
+ game.resting = false;
+ if (!game.resting) {
prout(_("%d stardates left."), (int)game.state.remtime);
return;
}
if (game.nenhere) {
double rtime = 1.0 + Rand();
- if (rtime < temp) temp = rtime;
+ if (rtime < temp)
+ temp = rtime;
game.optime = temp;
}
- if (game.optime < delay) attack(0);
- if (game.alldone) return;
+ if (game.optime < delay)
+ attack(false);
+ if (game.alldone)
+ return;
events();
- game.ididit = 1;
- if (game.alldone) return;
+ game.ididit = true;
+ if (game.alldone)
+ return;
delay -= temp;
/* Repair Deathray if long rest at starbase */
- if (origTime-delay >= 9.99 && game.condit == IHDOCKED)
+ 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 = 0;
+ game.resting = false;
game.optime = 0;
}
-void nova(int ix, int iy)
+/*
+ * 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, nov, scratch;
+ coord newc, scratch;
- nov.x = ix; nov.y = iy;
if (Rand() < 0.05) {
/* Wow! We've supernova'ed */
- snova(ix, iy);
+ supernova(false, &nov);
return;
}
/* handle initial nova */
- game.quad[ix][iy] = IHDOT;
- crmena(1, IHSTAR, 2, nov);
+ 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++;
bot = top = top2 = 1;
kount = 0;
icx = icy = 0;
- hits[1][1] = ix;
- hits[1][2] = iy;
+ 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;
+ 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;
+ if (!VALID_SECTOR(scratch.y, scratch.x))
+ continue;
iquad = game.quad[scratch.x][scratch.y];
switch (iquad) {
// case IHDOT: /* Empty space ends reaction
case IHSTAR: /* Affect another star */
if (Rand() < 0.05) {
/* This star supernovas */
- snova(scratch.x,scratch.y);
+ supernova(false, &scratch);
return;
}
top2++;
hits[top2][2]=scratch.y;
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1;
game.state.starkl++;
- crmena(1, IHSTAR, 2, scratch);
+ 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 = NULL;
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
game.state.nplankl++;
- crmena(1, IHP, 2, scratch);
+ crmena(true, IHP, sector, scratch);
prout(_(" destroyed."));
- DESTROY(&game.state.plnets[game.iplnet]);
- game.iplnet = game.plnet.x = game.plnet.y = 0;
- if (game.landed == 1) {
+ game.state.planets[game.iplnet].pclass = destroyed;
+ game.iplnet = 0;
+ invalidate(game.plnet);
+ if (game.landed) {
finish(FPNOVA);
return;
}
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)
+ 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];
game.state.rembase--;
- game.base.x = game.base.y = 0;
+ invalidate(game.base);
game.state.basekl++;
newcnd();
- crmena(1, IHB, 2, scratch);
+ crmena(true, IHB, sector, scratch);
prout(_(" destroyed."));
game.quad[scratch.x][scratch.y] = IHDOT;
break;
case IHF:
prout(_("***Starship buffeted by nova."));
if (game.shldup) {
- if (game.shield >= 2000.0) game.shield -= 2000.0;
+ 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;
+ game.shldup = false;
prout(_("***Shields knocked out."));
game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
}
}
- else game.energy -= 2000.0;
+ else
+ game.energy -= 2000.0;
if (game.energy <= 0) {
finish(FNOVA);
return;
kount++;
break;
case IHK: /* kill klingon */
- deadkl(scratch,iquad, scratch.x, scratch.y);
+ deadkl(scratch,iquad, scratch);
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;
+ 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 (game.kpower[ll] <= 0.0) {
- deadkl(scratch, iquad, scratch.x, scratch.y);
+ deadkl(scratch, iquad, scratch);
break;
}
newc.x = scratch.x + scratch.x - hits[mm][1];
newc.y = scratch.y + scratch.y - hits[mm][2];
- crmena(1, iquad, 2, scratch);
+ crmena(true, iquad, sector, scratch);
proutn(_(" damaged"));
if (!VALID_SECTOR(newc.x, newc.y)) {
/* can't leave quadrant */
iquad1 = game.quad[newc.x][newc.y];
if (iquad1 == IHBLANK) {
proutn(_(", blasted into "));
- crmena(0, IHBLANK, 2, newc);
+ crmena(false, IHBLANK, sector, newc);
skip(1);
- deadkl(scratch, iquad, newc.x, newc.y);
+ deadkl(scratch, iquad, newc);
break;
}
if (iquad1 != IHDOT) {
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];
+ game.ks[ll] = newc;
+ game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc);
skip(1);
break;
}
/* 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);
+ 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;
+ 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();
+ imove(true);
game.optime = 10.0*game.dist/16.0;
return;
}
-void snova(int insx, int insy)
+void supernova(bool induced, coord *w)
+/* star goes supernova */
{
- int comdead, nsx, nsy, num=0, kldead, iscdead;
- int nrmdead, npdead;
- int incipient=0;
+ int num = 0, nrmdead, npdead = 0, kldead, loop;
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;
- }
+ 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 (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 (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;
}
-#endif
+ if (num <=0)
+ break;
+ }
+ if (idebug) {
+ proutn("=== Super nova here?");
+ if (ja() == true)
+ nq = game.quadrant;
}
+ }
- 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));
- }
+ 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 {
- /* 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;
- }
+ }
+ else {
+ coord ns;
+ /* we are in the quadrant! */
+ num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
+ 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)
+ break;
}
- 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) {
+ 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=1;
+ 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;
- 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;
+ game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
+ game.iscate = false;
unschedule(FSCMOVE);
unschedule(FSCDBAS);
}
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;
+ invalidate(game.state.kcmdr[game.state.remcom]);
game.state.remcom--;
kldead--;
- comdead++;
- if (game.state.remcom==0) unschedule(FTBEAM);
+ if (game.state.remcom==0)
+ unschedule(FTBEAM);
break;
}
}
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 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) {
- 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;
+ 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 (insx) {
+ 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 ((game.quadrant.x == nq.x && game.quadrant.y == nq.y) ||
- game.damage[DRADIO] == 0 ||
- game.condit == IHDOCKED)
+ 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 && (nq.x != game.quadrant.x || nq.y != game.quadrant.y)) {
+ /* If supernova destroys last Klingons give special message */
+ if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0 && !same(nq, game.quadrant)) {
skip(2);
- if (insx == 0) prout(_("Lucky you!"));
+ 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);
+ if (game.alldone)
+ finish(FSNOVAED);
return;
}
-
-