#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;
+ struct quadrant *pdest;
-#ifdef DEBUG
- if (game.idebug) prout("EVENTS");
-#endif
+ if (idebug) prout("=== EVENTS");
radio_was_broken = (game.damage[DRADIO] != 0.0);
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.");
+ 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.\"");
+ prout(_(" The star chart is now up to date.\""));
skip(1);
}
/* Cause extraneous event LINE to occur */
if (ipage==0) pause_game(1);
ipage=1;
snova(0,0);
- game.future[FSNOVA] = game.state.date + expran(0.5*game.intime);
- if (game.state.galaxy[game.quadx][game.quady].supernova) return;
+ 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 ||
(game.torps < 5 || game.damage[DPHOTON] > 0))) {
/* Tractor-beam her! */
istract=1;
- yank = square(game.state.isx-game.quadx) + square(game.state.isy-game.quady);
+ 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) {
- game.future[FTBEAM] = FOREVER;
+ unschedule(FTBEAM);
break;
}
i = Rand()*game.state.remcom+1.0;
- yank = square(game.state.cx[i]-game.quadx) + square(game.state.cy[i]-game.quady);
+ 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 */
- game.future[FTBEAM] = game.state.date + game.optime +
- expran(1.5*game.intime/game.state.remcom);
+ schedule(FTBEAM,
+ game.optime + expran(1.5*game.intime/game.state.remcom));
break;
}
}
skip(1);
proutn("***");
crmshp();
- prout(" caught in long range tractor beam--");
+ 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.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.");
+ 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.");
+ prout(_("Galileo, left on the planet surface, is well hidden."));
}
}
if (line==0) {
- game.quadx = game.state.isx;
- game.quady = game.state.isy;
+ game.quadrant.x = game.state.kscmdr.x;
+ game.quadrant.y = game.state.kscmdr.y;
}
else {
- game.quadx = game.state.cx[i];
- game.quady = game.state.cy[i];
+ game.quadrant.x = game.state.kcmdr[i].x;
+ game.quadrant.y = game.state.kcmdr[i].y;
}
- iran(QUADSIZE, &game.sectx, &game.secty);
+ iran(QUADSIZE, &game.sector.x, &game.sector.y);
crmshp();
- proutn(" is pulled to ");
- proutn(cramlc(quadrant, game.quadx, game.quady));
+ proutn(_(" is pulled to "));
+ proutn(cramlc(quadrant, game.quadrant));
proutn(", ");
- prout(cramlc(sector, game.sectx, game.secty));
+ prout(cramlc(sector, game.sector));
if (game.resting) {
- prout("(Remainder of rest/repair period cancelled.)");
+ prout(_("(Remainder of rest/repair period cancelled.)"));
game.resting = 0;
}
if (game.shldup==0) {
doshield(2); /* Shldsup */
game.shldchg=0;
}
- else prout("(Shields not currently useable.)");
+ 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) game.future[FTBEAM] = FOREVER;
- else game.future[FTBEAM] = game.state.date+game.optime+expran(1.5*game.intime/game.state.remcom);
+ 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.future[FSNAP] = game.state.date + expran(0.5 * game.intime);
+ 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 */
- game.future[FBATTAK] = game.future[FCDBAS] = FOREVER;
+ unschedule(FBATTAK);
+ unschedule(FCDBAS);
break;
}
i = 0;
for_starbases(j) {
for_commanders(k)
- if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] &&
- (game.state.baseqx[j]!=game.quadx || game.state.baseqy[j]!=game.quady) &&
- (game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) {
+ 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 (j>game.state.rembase) {
/* no match found -- try later */
- game.future[FBATTAK] = game.state.date + expran(0.3*game.intime);
- game.future[FCDBAS] = FOREVER;
+ schedule(FBATTAK, expran(0.3*game.intime));
+ unschedule(FCDBAS);
break;
}
/* commander + starbase combination found -- launch attack */
- game.batx = game.state.baseqx[j];
- game.baty = game.state.baseqy[j];
- game.future[FCDBAS] = game.state.date+1.0+3.0*Rand();
+ 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 */
- game.future[FCDBAS] += game.future[FSCDBAS]-game.state.date;
+ 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 &&
if (ipage==0) pause_game(1);
ipage = 1;
skip(1);
- proutn("Lt. Uhura- \"Captain, the starbase in ");
- prout(cramlc(quadrant, game.batx, game.baty));
- prout(" reports that it is under attack and that it can");
- proutn(" hold out only until stardate %d",
- (int)game.future[FCDBAS]);
+ 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?\" ");
+ proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
if (ja()) {
game.resting = 0;
game.optime = 0.0;
}
break;
case FSCDBAS: /* Supercommander destroys base */
- game.future[FSCDBAS] = FOREVER;
+ unschedule(FSCDBAS);
game.isatb = 2;
- if (!game.state.galaxy[game.state.isx][game.state.isy].starbase)
+ if (!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase)
break; /* WAS RETURN! */
- ixhold = game.batx;
- iyhold = game.baty;
- game.batx = game.state.isx;
- game.baty = game.state.isy;
+ 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) {
- game.future[FCDBAS] = FOREVER;
+ unschedule(FCDBAS);
/* find the lucky pair */
for_commanders(i)
- if (game.state.cx[i]==game.batx && game.state.cy[i]==game.baty)
+ 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.batx][game.baty].starbase) {
+ !game.state.galaxy[game.battle.x][game.battle.y].starbase) {
/* No action to take after all */
- game.batx = game.baty = 0;
+ 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.batx==game.quadx && game.baty==game.quady) {
- game.state.chart[game.batx][game.baty].starbase = FALSE;
- game.quad[game.basex][game.basey]= IHDOT;
- game.basex=game.basey=0;
+ 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 destroyegame.state.\"");
+ prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""));
}
else if (game.state.rembase != 1 &&
(game.damage[DRADIO] <= 0.0 || game.condit == IHDOCKED)) {
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.batx, game.baty));
- prout(" has been destroyed by");
- if (game.isatb==2) prout("the Klingon Super-Commander");
- else prout("a Klingon Commander");
- game.state.chart[game.batx][game.baty].starbase = FALSE;
+ 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.batx][game.baty].starbase = FALSE;
+ game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
for_starbases(i)
- if (game.state.baseqx[i]==game.batx && game.state.baseqy[i]==game.baty) {
- game.state.baseqx[i]=game.state.baseqx[game.state.rembase];
- game.state.baseqy[i]=game.state.baseqy[game.state.rembase];
+ 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.batx = ixhold;
- game.baty = iyhold;
+ game.battle.x = ixhold;
+ game.battle.y = iyhold;
game.isatb = 0;
}
else {
- game.batx = game.baty = 0;
+ game.battle.x = game.battle.y = 0;
}
break;
case FSCMOVE: /* Supercommander moves */
- game.future[FSCMOVE] = game.state.date+0.2777;
+ schedule(FSCMOVE, 0.2777);
if (game.ientesc+istract==0 &&
- game.isatb!=1 &&
- (game.iscate!=1 || game.justin==1)) scom(&ipage);
+ game.isatb != 1 &&
+ (game.iscate != 1 || !game.justin)) scom(&ipage);
break;
case FDSPROB: /* Move deep space probe */
- game.future[FDSPROB] = game.state.date + 0.01;
+ 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.probecx != i || game.probecy != j) {
- game.probecx = i;
- game.probecy = j;
+ 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.probecx][game.probecy].supernova) {
+ 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 ");
+ proutn(_("Lt. Uhura- \"The deep space probe "));
if (!VALID_QUADRANT(j, i))
- proutn("has left the galaxy");
+ proutn(_("has left the galaxy"));
else
- proutn("is no longer transmitting");
+ proutn(_("is no longer transmitting"));
prout(".\"");
}
- game.future[FDSPROB] = FOREVER;
+ 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.probecx, game.probecy));
+ 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 (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) {
- game.state.chart[game.probecx][game.probecy].klingons = game.state.galaxy[game.probecx][game.probecy].klingons;
- game.state.chart[game.probecx][game.probecy].starbase = game.state.galaxy[game.probecx][game.probecy].starbase;
- game.state.chart[game.probecx][game.probecy].stars = game.state.galaxy[game.probecx][game.probecy].stars;
- game.state.galaxy[game.probecx][game.probecy].charted = TRUE;
+ 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 &&
- game.state.galaxy[game.probecx][game.probecy].stars) {
+ if (game.proben == 0 && game.isarmed && pdest->stars) {
/* lets blow the sucker! */
snova(1,0);
- game.future[FDSPROB] = FOREVER;
- if (game.state.galaxy[game.quadx][game.quady].supernova)
+ 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 */
}
}
}
for (;;) {
key = scan();
if (key != IHEOL) break;
- proutn("How long? ");
+ proutn(_("How long? "));
}
chew();
if (key != IHREAL) {
origTime = delay = aaitem;
if (delay <= 0.0) return;
if (delay >= game.state.remtime || game.nenhere != 0) {
- proutn("Are you sure? ");
+ proutn(_("Are you sure? "));
if (ja() == 0) return;
}
do {
if (delay <= 0) game.resting = 0;
if (game.resting == 0) {
- prout("%d stardates left.", (int)game.state.remtime);
+ prout(_("%d stardates left."), (int)game.state.remtime);
return;
}
temp = game.optime = delay;
game.damage[DDRAY] = 0.0;
} while
// leave if quadrant supernovas
- (!game.state.galaxy[game.quadx][game.quady].supernova);
+ (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
game.resting = 0;
game.optime = 0;
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, newcx, newcy, ii, jj;
+ 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);
/* handle initial nova */
game.quad[ix][iy] = IHDOT;
- crmena(1, IHSTAR, 2, ix, iy);
- prout(" novas.");
- game.state.galaxy[game.quadx][game.quady].stars--;
+ 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 */
for (nn = 1; nn <= 3; nn++) /* nn,j represents coordinates around current */
for (j = 1; j <= 3; j++) {
if (j==2 && nn== 2) continue;
- ii = hits[mm][1]+nn-2;
- jj = hits[mm][2]+j-2;
- if (!VALID_SECTOR(jj, ii)) continue;
- iquad = game.quad[ii][jj];
+ 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 IHSTAR: /* Affect another star */
if (Rand() < 0.05) {
/* This star supernovas */
- snova(ii,jj);
+ snova(scratch.x,scratch.y);
return;
}
top2++;
- hits[top2][1]=ii;
- hits[top2][2]=jj;
- game.state.galaxy[game.quadx][game.quady].stars -= 1;
+ 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, ii, jj);
- prout(" novas.");
- game.quad[ii][jj] = IHDOT;
+ crmena(1, IHSTAR, 2, scratch);
+ prout(_(" novas."));
+ game.quad[scratch.x][scratch.y] = IHDOT;
break;
case IHP: /* Destroy planet */
- game.state.galaxy[game.quadx][game.quady].planets -= 1;
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NULL;
game.state.nplankl++;
- crmena(1, IHP, 2, ii, jj);
- prout(" destroyed.");
+ crmena(1, IHP, 2, scratch);
+ prout(_(" destroyed."));
DESTROY(&game.state.plnets[game.iplnet]);
- game.iplnet = game.plnetx = game.plnety = 0;
+ game.iplnet = game.plnet.x = game.plnet.y = 0;
if (game.landed == 1) {
finish(FPNOVA);
return;
}
- game.quad[ii][jj] = IHDOT;
+ game.quad[scratch.x][scratch.y] = IHDOT;
break;
case IHB: /* Destroy base */
- game.state.galaxy[game.quadx][game.quady].starbase = FALSE;
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
for_starbases(i)
- if (game.state.baseqx[i]==game.quadx && game.state.baseqy[i]==game.quady)
+ if (game.state.baseq[i].x==game.quadrant.x && game.state.baseq[i].y==game.quadrant.y)
break;
- game.state.baseqx[i] = game.state.baseqx[game.state.rembase];
- game.state.baseqy[i] = game.state.baseqy[game.state.rembase];
+ game.state.baseq[i] = game.state.baseq[game.state.rembase];
game.state.rembase--;
- game.basex = game.basey = 0;
+ game.base.x = game.base.y = 0;
game.state.basekl++;
newcnd();
- crmena(1, IHB, 2, ii, jj);
- prout(" destroyed.");
- game.quad[ii][jj] = IHDOT;
+ 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.");
+ prout(_("***Starship buffeted by nova."));
if (game.shldup) {
if (game.shield >= 2000.0) game.shield -= 2000.0;
else {
game.energy -= diff;
game.shield = 0.0;
game.shldup = 0;
- prout("***Shields knocked out.");
+ prout(_("***Shields knocked out."));
game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
}
}
return;
}
/* add in course nova contributes to kicking starship*/
- icx += game.sectx-hits[mm][1];
- icy += game.secty-hits[mm][2];
+ icx += game.sector.x-hits[mm][1];
+ icy += game.sector.y-hits[mm][2];
kount++;
break;
case IHK: /* kill klingon */
- deadkl(ii,jj,iquad, ii, jj);
+ deadkl(scratch,iquad, scratch.x, scratch.y);
break;
case IHC: /* Damage/destroy big enemies */
case IHS:
case IHR:
for_local_enemies(ll)
- if (game.kx[ll]==ii && game.ky[ll]==jj) break;
+ 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(ii, jj, iquad, ii, jj);
+ deadkl(scratch, iquad, scratch.x, scratch.y);
break;
}
- newcx = ii + ii - hits[mm][1];
- newcy = jj + jj - hits[mm][2];
- crmena(1, iquad, 2, ii, jj);
- proutn(" damaged");
- if (!VALID_SECTOR(newcx, newcy)) {
+ 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[newcx][newcy];
+ iquad1 = game.quad[newc.x][newc.y];
if (iquad1 == IHBLANK) {
- proutn(", blasted into ");
- crmena(0, IHBLANK, 2, newcx, newcy);
+ proutn(_(", blasted into "));
+ crmena(0, IHBLANK, 2, newc);
skip(1);
- deadkl(ii, jj, iquad, newcx, newcy);
+ deadkl(scratch, iquad, newc.x, newc.y);
break;
}
if (iquad1 != IHDOT) {
skip(1);
break;
}
- proutn(", buffeted to ");
- proutn(cramlc(sector, newcx, newcy));
- game.quad[ii][jj] = IHDOT;
- game.quad[newcx][newcy] = iquad;
- game.kx[ll] = newcx;
- game.ky[ll] = newcy;
- game.kavgd[ll] = sqrt(square(game.sectx-newcx)+square(game.secty-newcy));
+ 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 (game.dist == 0.0) return;
game.optime = 10.0*game.dist/16.0;
skip(1);
- prout("Force of nova displaces starship.");
+ prout(_("Force of nova displaces starship."));
game.iattak=2; /* Eliminates recursion problem */
imove();
game.optime = 10.0*game.dist/16.0;
void snova(int insx, int insy)
{
- int comdead, nqx=0, nqy=0, nsx, nsy, num=0, kldead, iscdead;
+ 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) {
+ if (insx == 1)
/* NOVAMAX being used */
- nqx = game.probecx;
- nqy = game.probecy;
- }
+ 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(nqx) {
- for_quadrants(nqy) {
- stars += game.state.galaxy[nqx][nqy].stars;
+ 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(nqx) {
- for_quadrants(nqy) {
- num -= game.state.galaxy[nqx][nqy].stars;
+ 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 (idebug) {
+ proutn("=== Super nova here?");
if (ja()==1) {
- nqx = game.quadx;
- nqy = game.quady;
+ nq.x = game.quadrant.x;
+ nq.y = game.quadrant.y;
}
}
-#endif
}
- if (nqx != game.quady || nqy != game.quady || game.justin != 0) {
+ 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, nqx, nqy));
+ 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[nqx][nqy].stars + 1;
+ num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
for_sectors(nsx) {
for_sectors(nsy) {
if (game.quad[nsx][nsy]==IHSTAR) {
}
if (incipient) {
+ coord nd;
skip(1);
- prouts("***RED ALERT! RED ALERT!");
+ prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
- prout("***Incipient supernova detected at ", cramlc(sector, nsx, nsy));
- nqx = game.quadx;
- nqy = game.quady;
- if (square(nsx-game.sectx) + square(nsy-game.secty) <= 2.1) {
- proutn("Emergency override attempts t");
+ 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();
}
}
/* destroy any Klingons in supernovaed quadrant */
- kldead = game.state.galaxy[nqx][nqy].klingons;
- game.state.galaxy[nqx][nqy].klingons = 0;
+ kldead = game.state.galaxy[nq.x][nq.y].klingons;
+ game.state.galaxy[nq.x][nq.y].klingons = 0;
comdead = iscdead = 0;
- if (nqx==game.state.isx && nqy == game.state.isy) {
+ if (same(nq, game.state.kscmdr)) {
/* did in the Supercommander! */
- game.state.nscrem = game.state.isx = game.state.isy = game.isatb = game.iscate = 0;
+ game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
iscdead = 1;
- game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
+ unschedule(FSCMOVE);
+ unschedule(FSCDBAS);
}
if (game.state.remcom) {
int maxloop = game.state.remcom, l;
for (l = 1; l <= maxloop; l++) {
- if (game.state.cx[l] == nqx && game.state.cy[l] == nqy) {
- game.state.cx[l] = game.state.cx[game.state.remcom];
- game.state.cy[l] = game.state.cy[game.state.remcom];
- game.state.cx[game.state.remcom] = game.state.cy[game.state.remcom] = 0;
+ 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) game.future[FTBEAM] = FOREVER;
+ if (game.state.remcom==0) unschedule(FTBEAM);
break;
}
}
}
game.state.remkl -= kldead;
/* destroy Romulans and planets in supernovaed quadrant */
- nrmdead = game.state.galaxy[nqx][nqy].romulans;
- game.state.galaxy[nqx][nqy].romulans = 0;
+ 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 (game.state.plnets[l].x == nqx && game.state.plnets[l].y == nqy) {
+ if (same(game.state.plnets[l].w, nq)) {
DESTROY(&game.state.plnets[l]);
}
}
if (game.state.rembase) {
int maxloop = game.state.rembase, l;
for (l = 1; l <= maxloop; l++)
- if (game.state.baseqx[l]==nqx && game.state.baseqy[l]==nqy) {
- game.state.baseqx[l] = game.state.baseqx[game.state.rembase];
- game.state.baseqy[l] = game.state.baseqy[game.state.rembase];
- game.state.baseqx[game.state.rembase] = game.state.baseqy[game.state.rembase] = 0;
+ 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[nqx][nqy].stars;
- game.state.basekl += game.state.galaxy[nqx][nqy].starbase;
+ 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.quadx == nqx && game.quady == nqy) ||
+ if ((game.quadrant.x == nq.x && game.quadrant.y == nq.y) ||
game.damage[DRADIO] == 0 ||
game.condit == IHDOCKED)
- game.state.galaxy[nqx][nqy].supernova = TRUE;
+ game.state.galaxy[nq.x][nq.y].supernova = true;
/* If supernova destroys last klingons give special message */
- if (KLINGREM==0 && (nqx != game.quadx || nqy != game.quady)) {
+ 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, nqx, nqy));
+ if (insx == 0) prout(_("Lucky you!"));
+ proutn(_("A supernova in %s has just destroyed the last Klingons."),
+ cramlc(quadrant, nq));
finish(FWON);
return;
}