Hack boxed xcomments so they're easier for a mechanical translator to recognize.
[super-star-trek.git] / src / events.c
1 /*
2  * events.c -- event-queue handling
3  *
4  * This isn't a real event queue a la BSD Trek yet -- you can only have one 
5  * event of each type active at any given time.  Mostly these means we can 
6  * only have one FDISTR/FENSLV/FREPRO sequence going at any given time;
7  * BSD Trek, from which we swiped the idea, can have up to 5.
8  */
9 #include "sst.h"
10 #include <math.h>
11
12 event *unschedule(int evtype)
13 /* remove an event from the schedule */
14 {
15     game.future[evtype].date = FOREVER;
16     return &game.future[evtype];
17 }
18
19 int is_scheduled(int evtype)
20 /* is an event of specified type scheduled */
21 {
22     return game.future[evtype].date != FOREVER;
23 }
24
25 extern double scheduled(int evtype)
26 /* when will this event happen? */
27 {
28     return game.future[evtype].date;
29 }
30
31 event *schedule(int evtype, double offset)
32 /* schedule an event of specified type */
33 {
34     game.future[evtype].date = game.state.date + offset;
35     return &game.future[evtype];
36 }
37
38 void postpone(int evtype, double offset)
39 /* poistpone a scheduled event */
40 {
41     game.future[evtype].date += offset;
42 }
43
44 static bool cancelrest(void)
45 /* rest period is interrupted by event */
46 {
47     if (game.resting) {
48         skip(1);
49         proutn(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""));
50         if (ja() == true) {
51             game.resting = false;
52             game.optime = 0.0;
53             return true;
54         }
55     }
56
57     return false;
58 }
59
60 void events(void) 
61 /* run through the event queue looking for things to do */
62 {
63     int evcode, i=0, j, k, l;
64     double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
65     bool radio_was_broken, ictbeam = false, istract = false;
66     struct quadrant *pdest, *q;
67     coord w, hold;
68     event *ev, *ev2;
69
70     pause_reset();
71
72     if (idebug) {
73         prout("=== EVENTS from %.2f to %.2f:", game.state.date, fintim);
74         for (i = 1; i < NEVENTS; i++) {
75             switch (i) {
76             case FSNOVA:  proutn("=== Supernova       "); break;
77             case FTBEAM:  proutn("=== T Beam          "); break;
78             case FSNAP:   proutn("=== Snapshot        "); break;
79             case FBATTAK: proutn("=== Base Attack     "); break;
80             case FCDBAS:  proutn("=== Base Destroy    "); break;
81             case FSCMOVE: proutn("=== SC Move         "); break;
82             case FSCDBAS: proutn("=== SC Base Destroy "); break;
83             case FDSPROB: proutn("=== Probe Move      "); break;
84             case FDISTR:  proutn("=== Distress Call   "); break;
85             case FENSLV:  proutn("=== Enlavement      "); break;
86             case FREPRO:  proutn("=== Klingon Build   "); break;
87             }
88             if (is_scheduled(i))
89                 prout("%.2f", scheduled(i));
90             else
91                 prout("never");
92
93         }
94     }
95
96     radio_was_broken = damaged(DRADIO);
97
98     hold.x = hold.y = 0;
99     for (;;) {
100         /* Select earliest extraneous event, evcode==0 if no events */
101         evcode = FSPY;
102         if (game.alldone)
103             return;
104         datemin = fintim;
105         for (l = 1; l < NEVENTS; l++)
106             if (game.future[l].date < datemin) {
107                 evcode = l;
108                 if (idebug)
109                     prout("== Event %d fires", evcode);
110                 datemin = game.future[l].date;
111             }
112         xtime = datemin-game.state.date;
113         game.state.date = datemin;
114         /* Decrement Federation resources and recompute remaining time */
115         game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime;
116         game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
117         if (game.state.remtime <=0) {
118             finish(FDEPLETE);
119             return;
120         }
121         /* Any crew left alive? */
122         if (game.state.crew <=0) {
123             finish(FCREW);
124             return;
125         }
126         /* Is life support adequate? */
127         if (damaged(DLIFSUP) && game.condition != docked) {
128             if (game.lsupres < xtime && game.damage[DLIFSUP] > game.lsupres) {
129                 finish(FLIFESUP);
130                 return;
131             }
132             game.lsupres -= xtime;
133             if (game.damage[DLIFSUP] <= xtime)
134                 game.lsupres = game.inlsr;
135         }
136         /* Fix devices */
137         repair = xtime;
138         if (game.condition == docked)
139             repair /= game.docfac;
140         /* Don't fix Deathray here */
141         for (l=0; l<NDEVICES; l++)
142             if (game.damage[l] > 0.0 && l != DDRAY)
143                 game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]);
144         /* If radio repaired, update star chart and attack reports */
145         if (radio_was_broken && !damaged(DRADIO)) {
146             prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"));
147             prout(_("   surveillance reports are coming in."));
148             skip(1);
149             if (!game.iseenit) {
150                 attackreport(false);
151                 game.iseenit = true;
152             }
153             rechart();
154             prout(_("   The star chart is now up to date.\""));
155             skip(1);
156         }
157         /* Cause extraneous event EVCODE to occur */
158         game.optime -= xtime;
159         switch (evcode) {
160         case FSNOVA: /* Supernova */
161             pause_game(true);
162             supernova(false, NULL);
163             schedule(FSNOVA, expran(0.5*game.intime));
164             if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
165                 return;
166             break;
167         case FSPY: /* Check with spy to see if S.C. should tractor beam */
168             if (game.state.nscrem == 0 ||
169                 ictbeam || istract ||
170                 game.condition==docked || game.isatb==1 || game.iscate) return;
171             if (game.ientesc ||
172                 (game.energy < 2000 && game.torps < 4 && game.shield < 1250) ||
173                 (damaged(DPHASER) && (damaged(DPHOTON) || game.torps < 4)) ||
174                 (damaged(DSHIELD) &&
175                  (game.energy < 2500 || damaged(DPHASER)) &&
176                  (game.torps < 5 || damaged(DPHOTON)))) {
177                 /* Tractor-beam her! */
178                 istract = true;
179                 yank = distance(game.state.kscmdr, game.quadrant);
180                 /********* fall through to FTBEAM code ***********/
181             }
182             else
183                 return;
184         case FTBEAM: /* Tractor beam */
185             if (evcode==FTBEAM) {
186                 if (game.state.remcom == 0) {
187                     unschedule(FTBEAM);
188                     break;
189                 }
190                 i = Rand()*game.state.remcom+1.0;
191                 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y);
192                 if (istract || game.condition == docked || yank == 0) {
193                     /* Drats! Have to reschedule */
194                     schedule(FTBEAM, 
195                              game.optime + expran(1.5*game.intime/game.state.remcom));
196                     break;
197                 }
198             }
199             /* tractor beaming cases merge here */
200             yank = sqrt(yank);
201             pause_game(true);
202             game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
203             ictbeam = true;
204             skip(1);
205             proutn("***");
206             crmshp();
207             prout(_(" caught in long range tractor beam--"));
208             /* If Kirk & Co. screwing around on planet, handle */
209             atover(true); /* atover(true) is Grab */
210             if (game.alldone)
211                 return;
212             if (game.icraft) { /* Caught in Galileo? */
213                 finish(FSTRACTOR);
214                 return;
215             }
216             /* Check to see if shuttle is aboard */
217             if (game.iscraft == offship) {
218                 skip(1);
219                 if (Rand() > 0.5) {
220                     prout(_("Galileo, left on the planet surface, is captured"));
221                     prout(_("by aliens and made into a flying McDonald's."));
222                     game.damage[DSHUTTL] = -10;
223                     game.iscraft = removed;
224                 }
225                 else {
226                     prout(_("Galileo, left on the planet surface, is well hidden."));
227                 }
228             }
229             if (evcode==0)
230                 game.quadrant = game.state.kscmdr;
231             else
232                 game.quadrant = game.state.kcmdr[i];
233             game.sector = randplace(QUADSIZE);
234             crmshp();
235             proutn(_(" is pulled to "));
236             proutn(cramlc(quadrant, game.quadrant));
237             proutn(", ");
238             prout(cramlc(sector, game.sector));
239             if (game.resting) {
240                 prout(_("(Remainder of rest/repair period cancelled.)"));
241                 game.resting = false;
242             }
243             if (!game.shldup) {
244                 if (!damaged(DSHIELD) && game.shield > 0) {
245                     doshield(true); /* raise shields */
246                     game.shldchg=false;
247                 }
248                 else
249                     prout(_("(Shields not currently useable.)"));
250             }
251             newqad(false);
252             /* Adjust finish time to time of tractor beaming */
253             fintim = game.state.date+game.optime;
254             attack(false);
255             if (game.state.remcom <= 0)
256                 unschedule(FTBEAM);
257             else 
258                 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom));
259             break;
260         case FSNAP: /* Snapshot of the universe (for time warp) */
261             game.snapsht = game.state;
262             game.state.snap = true;
263             schedule(FSNAP, expran(0.5 * game.intime));
264             break;
265         case FBATTAK: /* Commander attacks starbase */
266             if (game.state.remcom==0 || game.state.rembase==0) {
267                 /* no can do */
268                 unschedule(FBATTAK);
269                 unschedule(FCDBAS);
270                 break;
271             }
272             i = 0;
273             for_starbases(j) {
274                 for_commanders(k)
275                     if (same(game.state.baseq[j], game.state.kcmdr[k]) &&
276                         !same(game.state.baseq[j], game.quadrant) &&
277                         !same(game.state.baseq[j], game.state.kscmdr)) {
278                         i = 1;
279                         break;
280                     }
281                 if (i == 1)
282                     break;
283             }
284             if (j>game.state.rembase) {
285                 /* no match found -- try later */
286                 schedule(FBATTAK, expran(0.3*game.intime));
287                 unschedule(FCDBAS);
288                 break;
289             }
290             /* commander + starbase combination found -- launch attack */
291             game.battle = game.state.baseq[j];
292             schedule(FCDBAS, 1.0+3.0*Rand());
293             if (game.isatb) /* extra time if SC already attacking */
294                 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date);
295             game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime);
296             game.iseenit = false;
297             if (!damaged(DRADIO) && game.condition != docked) 
298                 break; /* No warning :-( */
299             game.iseenit = true;
300             pause_game(true);
301             skip(1);
302             proutn(_("Lt. Uhura-  \"Captain, the starbase in "));
303             prout(cramlc(quadrant, game.battle));
304             prout(_("   reports that it is under attack and that it can"));
305             proutn(_("   hold out only until stardate %d"),
306                    (int)scheduled(FCDBAS));
307             prout(".\"");
308             if (cancelrest())
309                 return;
310             break;
311         case FSCDBAS: /* Supercommander destroys base */
312             unschedule(FSCDBAS);
313             game.isatb = 2;
314             if (!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase) 
315                 break; /* WAS RETURN! */
316             hold = game.battle;
317             game.battle = game.state.kscmdr;
318             /* FALL THROUGH */
319         case FCDBAS: /* Commander succeeds in destroying base */
320             if (evcode==FCDBAS) {
321                 unschedule(FCDBAS);
322                 /* find the lucky pair */
323                 for_commanders(i)
324                     if (same(game.state.kcmdr[i], game.battle)) 
325                         break;
326                 if (i > game.state.remcom || game.state.rembase == 0 ||
327                     !game.state.galaxy[game.battle.x][game.battle.y].starbase) {
328                     /* No action to take after all */
329                     invalidate(game.battle);
330                     break;
331                 }
332             }
333             /* Code merges here for any commander destroying base */
334             /* Not perfect, but will have to do */
335             /* Handle case where base is in same quadrant as starship */
336             if (same(game.battle, game.quadrant)) {
337                 game.state.chart[game.battle.x][game.battle.y].starbase = false;
338                 game.quad[game.base.x][game.base.y] = IHDOT;
339                 game.base.x=game.base.y=0;
340                 newcnd();
341                 skip(1);
342                 prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""));
343             }
344             else if (game.state.rembase != 1 &&
345                      (!damaged(DRADIO) || game.condition == docked)) {
346                 /* Get word via subspace radio */
347                 pause_game(true);                   
348                 skip(1);
349                 prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"));
350                 proutn(_("   the starbase in "));
351                 proutn(cramlc(quadrant, game.battle));
352                 prout(_(" has been destroyed by"));
353                 if (game.isatb == 2) 
354                     prout(_("the Klingon Super-Commander"));
355                 else
356                     prout(_("a Klingon Commander"));
357                 game.state.chart[game.battle.x][game.battle.y].starbase = false;
358             }
359             /* Remove Starbase from galaxy */
360             game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
361             for_starbases(i)
362                 if (same(game.state.baseq[i], game.battle))
363                     game.state.baseq[i] = game.state.baseq[game.state.rembase];
364             game.state.rembase--;
365             if (game.isatb == 2) {
366                 /* reinstate a commander's base attack */
367                 game.battle = hold;
368                 game.isatb = 0;
369             }
370             else
371                 invalidate(game.battle);
372             break;
373         case FSCMOVE: /* Supercommander moves */
374             schedule(FSCMOVE, 0.2777);
375             if (!game.ientesc && !istract && game.isatb != 1 &&
376                         (!game.iscate || !game.justin)) 
377                 supercommander();
378             break;
379         case FDSPROB: /* Move deep space probe */
380             schedule(FDSPROB, 0.01);
381             game.probex += game.probeinx;
382             game.probey += game.probeiny;
383             i = (int)(game.probex/QUADSIZE +0.05);
384             j = (int)(game.probey/QUADSIZE + 0.05);
385             if (game.probec.x != i || game.probec.y != j) {
386                 game.probec.x = i;
387                 game.probec.y = j;
388                 if (!VALID_QUADRANT(i, j) ||
389                     game.state.galaxy[game.probec.x][game.probec.y].supernova) {
390                     // Left galaxy or ran into supernova
391                     if (!damaged(DRADIO) || game.condition == docked) {
392                         pause_game(true);
393                         skip(1);
394                         proutn(_("Lt. Uhura-  \"The deep space probe "));
395                         if (!VALID_QUADRANT(j, i))
396                             proutn(_("has left the galaxy"));
397                         else
398                             proutn(_("is no longer transmitting"));
399                         prout(".\"");
400                     }
401                     unschedule(FDSPROB);
402                     break;
403                 }
404                 if (!damaged(DRADIO) || game.condition == docked) {
405                     pause_game(true);
406                     skip(1);
407                     proutn(_("Lt. Uhura-  \"The deep space probe is now in "));
408                     proutn(cramlc(quadrant, game.probec));
409                     prout(".\"");
410                 }
411             }
412             pdest = &game.state.galaxy[game.probec.x][game.probec.y];
413             /* Update star chart if Radio is working or have access to
414                radio. */
415             if (!damaged(DRADIO) || game.condition == docked) {
416                 struct page *chp = &game.state.chart[game.probec.x][game.probec.y];
417
418                 chp->klingons = pdest->klingons;
419                 chp->starbase = pdest->starbase;
420                 chp->stars = pdest->stars;
421                 pdest->charted = true;
422             }
423             game.proben--; // One less to travel
424             if (game.proben == 0 && game.isarmed && pdest->stars) {
425                 /* lets blow the sucker! */
426                 supernova(true, &game.probec);
427                 unschedule(FDSPROB);
428                 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) 
429                     return;
430             }
431             break;
432         case FDISTR: /* inhabited system issues distress call */
433             unschedule(FDISTR);
434             /* try a whole bunch of times to find something suitable */
435             i = 100;
436             do {
437                 // need a quadrant which is not the current one,
438                 // which has some stars which are inhabited and
439                 // not already under attack, which is not
440                 // supernova'ed, and which has some Klingons in it
441                 w = randplace(GALSIZE);
442                 q = &game.state.galaxy[w.x][w.y];
443             } while (--i &&
444                      (same(game.quadrant, w) || q->planet == NOPLANET ||
445                       q->supernova || q->status!=secure || q->klingons<=0));
446             if (i == 0) {
447                 /* can't seem to find one; ignore this call */
448                 if (idebug)
449                     prout("=== Couldn't find location for distress event.");
450                 break;
451             }
452
453             /* got one!!  Schedule its enslavement */
454             ev = schedule(FENSLV, expran(game.intime));
455             ev->quadrant = w;
456             q->status = distressed;
457
458             /* tell the captain about it if we can */
459             if (!damaged(DRADIO) || game.condition == docked)
460             {
461                 prout("Uhura- Captain, %s in %s reports it is under attack",
462                       systnames[q->planet], cramlc(quadrant, w));
463                 prout("by a Klingon invasion fleet.");
464                 if (cancelrest())
465                     return;
466             }
467             break;
468         case FENSLV:            /* starsystem is enslaved */
469             ev = unschedule(FENSLV);
470             /* see if current distress call still active */
471             q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
472             if (q->klingons <= 0) {
473                 q->status = secure;
474                 break;
475             }
476             q->status = enslaved;
477
478             /* play stork and schedule the first baby */
479             ev2 = schedule(FREPRO, expran(2.0 * game.intime));
480             ev2->quadrant = ev->quadrant;
481
482             /* report the disaster if we can */
483             if (!damaged(DRADIO) || game.condition == docked)
484             {
485                 prout("Uhura- We've lost contact with starsystem %s",
486                       systnames[q->planet]);
487                 prout("in %s.\n", cramlc(quadrant, ev->quadrant));
488             }
489             break;
490         case FREPRO:            /* Klingon reproduces */
491             // If we ever switch to a real event queue, we'll need to
492             // explicitly retrieve and restore the x and y.
493             ev = schedule(FREPRO, expran(1.0 * game.intime));
494             /* see if current distress call still active */
495             q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
496             if (q->klingons <= 0) {
497                 q->status = secure;
498                 break;
499             }
500             if (game.state.remkl >=MAXKLGAME)
501                 break;          /* full right now */
502             /* reproduce one Klingon */
503             w = ev->quadrant;
504             if (game.klhere >= MAXKLQUAD) {
505                 /* this quadrant not ok, pick an adjacent one */
506                 for (i = w.x - 1; i <= w.x + 1; i++)
507                 {
508                     for (j = w.y - 1; j <= w.y + 1; j++)
509                     {
510                         if (!VALID_QUADRANT(i, j))
511                             continue;
512                         q = &game.state.galaxy[w.x][w.y];
513                         /* check for this quad ok (not full & no snova) */
514                         if (q->klingons >= MAXKLQUAD || q->supernova)
515                             continue;
516                         goto foundit;
517                     }
518                 }
519                 break;  /* search for eligible quadrant failed */
520             foundit:
521                 w.x = i;
522                 w.y = j;
523             }
524
525             /* deliver the child */
526             game.state.remkl++;
527             q->klingons++;
528             if (same(game.quadrant, w))
529                 newkling(++game.klhere);
530
531             /* recompute time left */
532             game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
533             /* report the disaster if we can */
534             if (!damaged(DRADIO) || game.condition == docked)
535             {
536                 if (same(game.quadrant, w)) {
537                     prout("Spock- sensors indicate the Klingons have");
538                     prout("launched a warship from %s.", systnames[q->planet]);
539                 } else {
540                     prout("Uhura- Starfleet reports increased Klingon activity");
541                     if (q->planet != NOPLANET)
542                         proutn("near %s", systnames[q->planet]);
543                     prout("in %s.\n", cramlc(quadrant, w));
544                 }
545             }
546             break;
547         }
548     }
549 }
550
551                                 
552 void wait(void) 
553 /* wait on events */
554 {
555     int key;
556     double temp, delay, origTime;
557
558     game.ididit = false;
559     for (;;) {
560         key = scan();
561         if (key  != IHEOL)
562             break;
563         proutn(_("How long? "));
564     }
565     chew();
566     if (key != IHREAL) {
567         huh();
568         return;
569     }
570     origTime = delay = aaitem;
571     if (delay <= 0.0)
572         return;
573     if (delay >= game.state.remtime || game.nenhere != 0) {
574         proutn(_("Are you sure? "));
575         if (ja() == false)
576             return;
577     }
578
579     /* Alternate resting periods (events) with attacks */
580
581     game.resting = true;
582     do {
583         if (delay <= 0)
584             game.resting = false;
585         if (!game.resting) {
586             prout(_("%d stardates left."), (int)game.state.remtime);
587             return;
588         }
589         temp = game.optime = delay;
590
591         if (game.nenhere) {
592             double rtime = 1.0 + Rand();
593             if (rtime < temp)
594                 temp = rtime;
595             game.optime = temp;
596         }
597         if (game.optime < delay)
598             attack(false);
599         if (game.alldone)
600             return;
601         events();
602         game.ididit = true;
603         if (game.alldone)
604             return;
605         delay -= temp;
606         /* Repair Deathray if long rest at starbase */
607         if (origTime-delay >= 9.99 && game.condition == docked)
608             game.damage[DDRAY] = 0.0;
609     } while 
610         // leave if quadrant supernovas
611         (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
612
613     game.resting = false;
614     game.optime = 0;
615 }
616
617 /*
618  *      A nova occurs.  It is the result of having a star hit with a
619  *      photon torpedo, or possibly of a probe warhead going off.
620  *      Stars that go nova cause stars which surround them to undergo
621  *      the same probabilistic process.  Klingons next to them are
622  *      destroyed.  And if the starship is next to it, it gets zapped.
623  *      If the zap is too much, it gets destroyed.
624  */
625 void nova(coord nov) 
626 /* star goes nova */
627 {
628     static double course[] =
629         {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5};
630     int bot, top, top2, hits[QUADSIZE+1][3], kount, icx, icy, mm, nn, j;
631     int iquad, iquad1, i, ll;
632     coord newc, scratch;
633
634     if (Rand() < 0.05) {
635         /* Wow! We've supernova'ed */
636         supernova(false, &nov);
637         return;
638     }
639
640     /* handle initial nova */
641     game.quad[nov.x][nov.y] = IHDOT;
642     crmena(false, IHSTAR, sector, nov);
643     prout(_(" novas."));
644     game.state.galaxy[game.quadrant.x][game.quadrant.y].stars--;
645     game.state.starkl++;
646         
647     /* Set up stack to recursively trigger adjacent stars */
648     bot = top = top2 = 1;
649     kount = 0;
650     icx = icy = 0;
651     hits[1][1] = nov.x;
652     hits[1][2] = nov.y;
653     while (1) {
654         for (mm = bot; mm <= top; mm++) 
655             for (nn = 1; nn <= 3; nn++)  /* nn,j represents coordinates around current */
656                 for (j = 1; j <= 3; j++) {
657                     if (j==2 && nn== 2)
658                         continue;
659                     scratch.x = hits[mm][1]+nn-2;
660                     scratch.y = hits[mm][2]+j-2;
661                     if (!VALID_SECTOR(scratch.y, scratch.x))
662                         continue;
663                     iquad = game.quad[scratch.x][scratch.y];
664                     switch (iquad) {
665                     // case IHDOT:      /* Empty space ends reaction
666                     // case IHQUEST:
667                     // case IHBLANK:
668                     // case IHT:
669                     // case IHWEB:
670                     default:
671                         break;
672                     case IHSTAR: /* Affect another star */
673                         if (Rand() < 0.05) {
674                             /* This star supernovas */
675                             supernova(false, &scratch);
676                             return;
677                         }
678                         top2++;
679                         hits[top2][1]=scratch.x;
680                         hits[top2][2]=scratch.y;
681                         game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1;
682                         game.state.starkl++;
683                         crmena(true, IHSTAR, sector, scratch);
684                         prout(_(" novas."));
685                         game.quad[scratch.x][scratch.y] = IHDOT;
686                         break;
687                     case IHP: /* Destroy planet */
688                         game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
689                         game.state.nplankl++;
690                         crmena(true, IHP, sector, scratch);
691                         prout(_(" destroyed."));
692                         DESTROY(&game.state.planets[game.iplnet]);
693                         game.iplnet = 0;
694                         invalidate(game.plnet);
695                         if (game.landed) {
696                             finish(FPNOVA);
697                             return;
698                         }
699                         game.quad[scratch.x][scratch.y] = IHDOT;
700                         break;
701                     case IHB: /* Destroy base */
702                         game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
703                         for_starbases(i)
704                             if (same(game.state.baseq[i], game.quadrant)) 
705                                 break;
706                         game.state.baseq[i] = game.state.baseq[game.state.rembase];
707                         game.state.rembase--;
708                         invalidate(game.base);
709                         game.state.basekl++;
710                         newcnd();
711                         crmena(true, IHB, sector, scratch);
712                         prout(_(" destroyed."));
713                         game.quad[scratch.x][scratch.y] = IHDOT;
714                         break;
715                     case IHE: /* Buffet ship */
716                     case IHF:
717                         prout(_("***Starship buffeted by nova."));
718                         if (game.shldup) {
719                             if (game.shield >= 2000.0)
720                                 game.shield -= 2000.0;
721                             else {
722                                 double diff = 2000.0 - game.shield;
723                                 game.energy -= diff;
724                                 game.shield = 0.0;
725                                 game.shldup = false;
726                                 prout(_("***Shields knocked out."));
727                                 game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
728                             }
729                         }
730                         else
731                             game.energy -= 2000.0;
732                         if (game.energy <= 0) {
733                             finish(FNOVA);
734                             return;
735                         }
736                         /* add in course nova contributes to kicking starship*/
737                         icx += game.sector.x-hits[mm][1];
738                         icy += game.sector.y-hits[mm][2];
739                         kount++;
740                         break;
741                     case IHK: /* kill klingon */
742                         deadkl(scratch,iquad, scratch);
743                         break;
744                     case IHC: /* Damage/destroy big enemies */
745                     case IHS:
746                     case IHR:
747                         for_local_enemies(ll)
748                             if (same(game.ks[ll], scratch))
749                                 break;
750                         game.kpower[ll] -= 800.0; /* If firepower is lost, die */
751                         if (game.kpower[ll] <= 0.0) {
752                             deadkl(scratch, iquad, scratch);
753                             break;
754                         }
755                         newc.x = scratch.x + scratch.x - hits[mm][1];
756                         newc.y = scratch.y + scratch.y - hits[mm][2];
757                         crmena(true, iquad, sector, scratch);
758                         proutn(_(" damaged"));
759                         if (!VALID_SECTOR(newc.x, newc.y)) {
760                             /* can't leave quadrant */
761                             skip(1);
762                             break;
763                         }
764                         iquad1 = game.quad[newc.x][newc.y];
765                         if (iquad1 == IHBLANK) {
766                             proutn(_(", blasted into "));
767                             crmena(false, IHBLANK, sector, newc);
768                             skip(1);
769                             deadkl(scratch, iquad, newc);
770                             break;
771                         }
772                         if (iquad1 != IHDOT) {
773                             /* can't move into something else */
774                             skip(1);
775                             break;
776                         }
777                         proutn(_(", buffeted to "));
778                         proutn(cramlc(sector, newc));
779                         game.quad[scratch.x][scratch.y] = IHDOT;
780                         game.quad[newc.x][newc.y] = iquad;
781                         game.ks[ll] = newc;
782                         game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc);
783                         skip(1);
784                         break;
785                     }
786                 }
787         if (top == top2) 
788             break;
789         bot = top + 1;
790         top = top2;
791     }
792     if (kount==0) 
793         return;
794
795     /* Starship affected by nova -- kick it away. */
796     game.dist = kount*0.1;
797     if (icx)
798         icx = (icx < 0 ? -1 : 1);
799     if (icy)
800         icy = (icy < 0 ? -1 : 1);
801     game.direc = course[3*(icx+1)+icy+2];
802     if (game.direc == 0.0)
803         game.dist = 0.0;
804     if (game.dist == 0.0)
805         return;
806     game.optime = 10.0*game.dist/16.0;
807     skip(1);
808     prout(_("Force of nova displaces starship."));
809     imove(true);
810     game.optime = 10.0*game.dist/16.0;
811     return;
812 }
813         
814         
815 void supernova(bool induced, coord *w) 
816 /* star goes supernova */
817 {
818     int num = 0, nrmdead, npdead, kldead;
819     coord nq;
820
821     if (w != NULL) 
822         nq = *w;
823     else {
824         int stars = 0;
825         /* Scheduled supernova -- select star */
826         /* logic changed here so that we won't favor quadrants in top
827            left of universe */
828         for_quadrants(nq.x) {
829             for_quadrants(nq.y) {
830                 stars += game.state.galaxy[nq.x][nq.y].stars;
831             }
832         }
833         if (stars == 0)
834             return; /* nothing to supernova exists */
835         num = Rand()*stars + 1;
836         for_quadrants(nq.x) {
837             for_quadrants(nq.y) {
838                 num -= game.state.galaxy[nq.x][nq.y].stars;
839                 if (num <= 0)
840                     break;
841             }
842             if (num <=0)
843                 break;
844         }
845         if (idebug) {
846             proutn("=== Super nova here?");
847             if (ja() == true)
848                 nq = game.quadrant;
849         }
850     }
851
852     if (!same(nq, game.quadrant) || game.justin) {
853         /* it isn't here, or we just entered (treat as enroute) */
854         if (!damaged(DRADIO) || game.condition == docked) {
855             skip(1);
856             prout(_("Message from Starfleet Command       Stardate %.2f"), game.state.date);
857             prout(_("     Supernova in %s; caution advised."),
858                   cramlc(quadrant, nq));
859         }
860     }
861     else {
862         coord ns;
863         /* we are in the quadrant! */
864         num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
865         for_sectors(ns.x) {
866             for_sectors(ns.y) {
867                 if (game.quad[ns.x][ns.y]==IHSTAR) {
868                     num--;
869                     if (num==0)
870                         break;
871                 }
872             }
873             if (num==0)
874                 break;
875         }
876
877         skip(1);
878         prouts(_("***RED ALERT!  RED ALERT!"));
879         skip(1);
880         prout(_("***Incipient supernova detected at %s"), cramlc(sector, ns));
881         if (square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1) {
882             proutn(_("Emergency override attempts t"));
883             prouts("***************");
884             skip(1);
885             stars();
886             game.alldone = true;
887         }
888     }
889
890     /* destroy any Klingons in supernovaed quadrant */
891     kldead = game.state.galaxy[nq.x][nq.y].klingons;
892     game.state.galaxy[nq.x][nq.y].klingons = 0;
893     if (same(nq, game.state.kscmdr)) {
894         /* did in the Supercommander! */
895         game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb =  0;
896         game.iscate = false;
897         unschedule(FSCMOVE);
898         unschedule(FSCDBAS);
899     }
900     if (game.state.remcom) {
901         int maxloop = game.state.remcom, l;
902         for (l = 1; l <= maxloop; l++) {
903             if (same(game.state.kcmdr[l], nq)) {
904                 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom];
905                 invalidate(game.state.kcmdr[game.state.remcom]);
906                 game.state.remcom--;
907                 kldead--;
908                 if (game.state.remcom==0)
909                     unschedule(FTBEAM);
910                 break;
911             }
912         }
913     }
914     game.state.remkl -= kldead;
915     /* destroy Romulans and planets in supernovaed quadrant */
916     nrmdead = game.state.galaxy[nq.x][nq.y].romulans;
917     game.state.galaxy[nq.x][nq.y].romulans = 0;
918     game.state.nromrem -= nrmdead;
919     npdead = num - nrmdead*10;
920     if (npdead) {
921         int loop;
922         for (loop = 0; loop < game.inplan; loop++)
923             if (same(game.state.planets[loop].w, nq)) {
924                 DESTROY(&game.state.planets[loop]);
925             }
926     }
927     /* Destroy any base in supernovaed quadrant */
928     if (game.state.rembase) {
929         int maxloop = game.state.rembase, loop;
930         for (loop = 1; loop <= maxloop; loop++)
931             if (same(game.state.baseq[loop], nq)) {
932                 game.state.baseq[loop] = game.state.baseq[game.state.rembase];
933                 invalidate(game.state.baseq[game.state.rembase]);
934                 game.state.rembase--;
935                 break;
936             }
937     }
938     /* If starship caused supernova, tally up destruction */
939     if (induced) {
940         game.state.starkl += game.state.galaxy[nq.x][nq.y].stars;
941         game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase;
942         game.state.nplankl += npdead;
943     }
944     /* mark supernova in galaxy and in star chart */
945     if (same(game.quadrant, nq) || !damaged(DRADIO) || game.condition == docked)
946         game.state.galaxy[nq.x][nq.y].supernova = true;
947     /* If supernova destroys last Klingons give special message */
948     if (KLINGREM==0 && !same(nq, game.quadrant)) {
949         skip(2);
950         if (!induced)
951             prout(_("Lucky you!"));
952         proutn(_("A supernova in %s has just destroyed the last Klingons."),
953                cramlc(quadrant, nq));
954         finish(FWON);
955         return;
956     }
957     /* if some Klingons remain, continue or die in supernova */
958     if (game.alldone)
959         finish(FSNOVAED);
960     return;
961 }