{
int evcode, i=0, j, k, l;
double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
- bool radio_was_broken, ictbeam = false, ipage = false, istract = false;
+ bool radio_was_broken, ictbeam = false, istract = false;
struct quadrant *pdest, *q;
coord w, hold;
event *ev, *ev2;
for (;;) {
/* Select earliest extraneous event, evcode==0 if no events */
evcode = FSPY;
- if (game.alldone) return;
+ if (game.alldone)
+ return;
datemin = fintim;
for (l = 1; l < NEVENTS; l++)
if (game.future[l].date < datemin) {
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;
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.condition == docked) 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)
prout(_(" surveillance reports are coming in."));
skip(1);
if (!game.iseenit) {
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
rechart();
game.optime -= xtime;
switch (evcode) {
case FSNOVA: /* Supernova */
- if (!ipage) pause_game(true);
- ipage=true;
- snova(false, NULL);
+ 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 ||
yank = distance(game.state.kscmdr, game.quadrant);
/********* fall through to FTBEAM code ***********/
}
- else return;
+ else
+ return;
case FTBEAM: /* Tractor beam */
if (evcode==FTBEAM) {
if (game.state.remcom == 0) {
}
/* tractor beaming cases merge here */
yank = sqrt(yank);
- if (!ipage) pause_game(true);
- ipage=true;
+ announce();
game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
ictbeam = true;
skip(1);
prout(_(" caught in long range tractor beam--"));
/* If Kirk & Co. screwing around on planet, handle */
atover(true); /* atover(true) is Grab */
- if (game.alldone) return;
+ if (game.alldone)
+ return;
if (game.icraft) { /* Caught in Galileo? */
finish(FSTRACTOR);
return;
doshield(true); /* raise shields */
game.shldchg=false;
}
- else prout(_("(Shields not currently useable.)"));
+ else
+ prout(_("(Shields not currently useable.)"));
}
newqad(false);
/* Adjust finish time to time of tractor beaming */
fintim = game.state.date+game.optime;
attack(false);
- if (game.state.remcom <= 0) unschedule(FTBEAM);
- else schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom));
+ 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;
break;
}
i = 0;
- for_starbases(j) {
- for_commanders(k)
+ for (j = 1; j <= game.state.rembase; j++) {
+ for (k = 1; k <= game.state.remcom; k++)
if (same(game.state.baseq[j], game.state.kcmdr[k]) &&
!same(game.state.baseq[j], game.quadrant) &&
!same(game.state.baseq[j], game.state.kscmdr)) {
i = 1;
break;
}
- if (i == 1) break;
+ if (i == 1)
+ break;
}
if (j>game.state.rembase) {
/* no match found -- try later */
if (!damaged(DRADIO) && game.condition != docked)
break; /* No warning :-( */
game.iseenit = true;
- if (!ipage) pause_game(true);
- ipage = true;
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"Captain, the starbase in "));
prout(cramlc(quadrant, game.battle));
if (evcode==FCDBAS) {
unschedule(FCDBAS);
/* find the lucky pair */
- for_commanders(i)
+ for (i = 1; i <= game.state.remcom; i++)
if (same(game.state.kcmdr[i], game.battle))
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
!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;
}
}
else if (game.state.rembase != 1 &&
(!damaged(DRADIO) || game.condition == docked)) {
/* Get word via subspace radio */
- if (!ipage) pause_game(true);
- ipage = true;
+ announce();
skip(1);
prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"));
proutn(_(" the starbase in "));
prout(_(" has been destroyed by"));
if (game.isatb == 2)
prout(_("the Klingon Super-Commander"));
- else prout(_("a Klingon 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)
+ 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--;
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 && game.isatb != 1 &&
(!game.iscate || !game.justin))
- scom(&ipage);
+ supercommander();
break;
case FDSPROB: /* Move deep space probe */
schedule(FDSPROB, 0.01);
game.state.galaxy[game.probec.x][game.probec.y].supernova) {
// Left galaxy or ran into supernova
if (!damaged(DRADIO) || game.condition == docked) {
- if (!ipage) pause_game(true);
- ipage = true;
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe "));
if (!VALID_QUADRANT(j, i))
break;
}
if (!damaged(DRADIO) || game.condition == docked) {
- if (!ipage) pause_game(true);
- ipage = true;
+ announce();
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe is now in "));
proutn(cramlc(quadrant, game.probec));
game.proben--; // One less to travel
if (game.proben == 0 && game.isarmed && pdest->stars) {
/* lets blow the sucker! */
- snova(true, &game.probec);
+ supernova(true, &game.probec);
unschedule(FDSPROB);
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
/* try a whole bunch of times to find something suitable */
i = 100;
do {
- /* need a quadrant which is not the current one,
- which has some stars which are inhabited and
- not already under attack, which is not
- supernova'ed, and which has some Klingons in it */
+ // need a quadrant which is not the current one,
+ // which has some stars which are inhabited and
+ // not already under attack, which is not
+ // supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE);
q = &game.state.galaxy[w.x][w.y];
} while (--i &&
(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 */
/* tell the captain about it if we can */
if (!damaged(DRADIO) || game.condition == docked)
{
- prout("Uhura- Captain, %s in %s reports it is under attack",
+ prout(_("Uhura- Captain, %s in %s reports it is under attack"),
systnames[q->planet], cramlc(quadrant, w));
- prout("by a Klingon invasion fleet.");
+ prout(_("by a Klingon invasion fleet."));
if (cancelrest())
return;
}
/* report the disaster if we can */
if (!damaged(DRADIO) || game.condition == docked)
{
- prout("Uhura- We've lost contact with starsystem %s",
+ prout(_("Uhura- We've lost contact with starsystem %s"),
systnames[q->planet]);
- prout("in %s.\n", cramlc(quadrant, ev->quadrant));
+ prout(_("in %s.\n"), cramlc(quadrant, ev->quadrant));
}
break;
case FREPRO: /* Klingon reproduces */
- /*
- * If we ever switch to a real event queue, we'll need to
- * explicitly retrieve and restore the x and y.
- */
+ // 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];
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]);
+ prout(_("Spock- sensors indicate the Klingons have"));
+ prout(_("launched a warship from %s."), systnames[q->planet]);
} else {
- prout("Uhura- Starfleet reports increased Klingon activity");
+ prout(_("Uhura- Starfleet reports increased Klingon activity"));
if (q->planet != NOPLANET)
- proutn("near %s", systnames[q->planet]);
- prout("in %s.\n", cramlc(quadrant, w));
+ proutn(_("near %s"), systnames[q->planet]);
+ prout(_("in %s.\n"), cramlc(quadrant, w));
}
}
break;
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() == false) return;
+ if (ja() == false)
+ return;
}
/* Alternate resting periods (events) with attacks */
game.resting = true;
do {
- if (delay <= 0) game.resting = false;
+ 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(false);
- if (game.alldone) return;
+ if (game.optime < delay)
+ attack(false);
+ if (game.alldone)
+ return;
events();
game.ididit = true;
- if (game.alldone) return;
+ if (game.alldone)
+ return;
delay -= temp;
/* Repair Deathray if long rest at starbase */
if (origTime-delay >= 9.99 && game.condition == docked)
if (Rand() < 0.05) {
/* Wow! We've supernova'ed */
- snova(false, &nov);
+ supernova(false, &nov);
return;
}
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(false, &scratch);
+ supernova(false, &scratch);
return;
}
top2++;
game.state.nplankl++;
crmena(true, IHP, sector, scratch);
prout(_(" destroyed."));
- DESTROY(&game.state.plnets[game.iplnet]);
- game.iplnet = game.plnet.x = game.plnet.y = 0;
+ 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)
+ 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(true, IHB, sector, scratch);
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.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;
case IHC: /* Damage/destroy big enemies */
case IHS:
case IHR:
- for_local_enemies(ll)
- if (same(game.ks[ll], scratch)) 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);
/* 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(bool induced, coord *w)
+void supernova(bool induced, coord *w)
/* star goes supernova */
{
- int num = 0, nrmdead, npdead, kldead;
+ int num = 0, nrmdead, npdead = 0, kldead, loop;
coord nq;
if (w != NULL)
/* Scheduled supernova -- select star */
/* logic changed here so that we won't favor quadrants in top
left of universe */
- for_quadrants(nq.x) {
- for_quadrants(nq.y) {
+ for (nq.x = 1; nq.x <= GALSIZE; nq.x++)
+ for (nq.y = 1; nq.y <= GALSIZE; nq.y++)
stars += game.state.galaxy[nq.x][nq.y].stars;
- }
- }
- if (stars == 0) return; /* nothing to supernova exists */
+ if (stars == 0)
+ return; /* nothing to supernova exists */
num = Rand()*stars + 1;
- for_quadrants(nq.x) {
- for_quadrants(nq.y) {
+ for (nq.x = 1; nq.x <= GALSIZE; nq.x++) {
+ for (nq.y = 1; nq.y <= GALSIZE; nq.y++) {
num -= game.state.galaxy[nq.x][nq.y].stars;
- if (num <= 0) break;
+ if (num <= 0)
+ break;
}
- if (num <=0) break;
+ if (num <=0)
+ break;
}
if (idebug) {
proutn("=== Super nova here?");
coord ns;
/* we are in the quadrant! */
num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
- for_sectors(ns.x) {
- for_sectors(ns.y) {
+ for (ns.x = 1; ns.x <= QUADSIZE; ns.x++) {
+ for (ns.y = 1; ns.y <= QUADSIZE; ns.y++) {
if (game.quad[ns.x][ns.y]==IHSTAR) {
num--;
- if (num==0) break;
+ if (num==0)
+ break;
}
}
- if (num==0) break;
+ if (num==0)
+ break;
}
skip(1);
prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
- prout(_("***Incipient supernova detected at "), cramlc(sector, ns));
+ 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("***************");
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--;
- 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 loop;
- for (loop = 0; loop < game.inplan; loop++)
- if (same(game.state.plnets[loop].w, nq)) {
- DESTROY(&game.state.plnets[loop]);
- }
+ /* 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) {
for (loop = 1; loop <= maxloop; loop++)
if (same(game.state.baseq[loop], nq)) {
game.state.baseq[loop] = game.state.baseq[game.state.rembase];
- game.state.baseq[game.state.rembase].x = game.state.baseq[game.state.rembase].y = 0;
+ invalidate(game.state.baseq[game.state.rembase]);
game.state.rembase--;
break;
}
if (same(game.quadrant, nq) || !damaged(DRADIO) || game.condition == docked)
game.state.galaxy[nq.x][nq.y].supernova = true;
/* If supernova destroys last Klingons give special message */
- if (KLINGREM==0 && !same(nq, game.quadrant)) {
+ if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0 && !same(nq, game.quadrant)) {
skip(2);
- if (!induced) 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;
}