All old versions moved to 'historic' directoery.
[super-star-trek.git] / c-version / src / events.c
diff --git a/c-version/src/events.c b/c-version/src/events.c
deleted file mode 100644 (file)
index 3362fdd..0000000
+++ /dev/null
@@ -1,971 +0,0 @@
-/*
- * 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>
-
-event *unschedule(int evtype)
-/* remove an event from the schedule */
-{
-    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].date != FOREVER;
-}
-
-double scheduled(int evtype)
-/* when will this event happen? */
-{
-    return game.future[evtype].date;
-}
-
-event *schedule(int evtype, double offset)
-/* schedule an event of specified type */
-{
-    game.future[evtype].date = game.state.date + offset;
-    return &game.future[evtype];
-}
-
-void postpone(int evtype, double offset)
-/* postpone a scheduled event */
-{
-    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 evcode, i=0, j, k, l;
-    double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
-    bool ictbeam = false, istract = false;
-    struct quadrant *pdest, *q;
-    coord w, hold;
-    event *ev, *ev2;
-    bool fixed_dev[NDEVICES];
-
-    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");
-
-       }
-    }
-
-    hold.x = hold.y = 0;
-    for (;;) {
-       /* 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].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.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 (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;
-       }
-       /* Fix devices */
-       repair = xtime;
-       if (game.condition == docked)
-           repair /= game.docfac;
-       /* Don't fix Deathray here */
-       for (l=0; l<NDEVICES; l++) {
-           fixed_dev[l] = false;
-           if (game.damage[l] > 0.0 && l != DDRAY) {
-               double reminder = (game.damage[l] > repair ?
-                       game.damage[l] - repair : .0);
-               game.damage[l] = reminder;
-               if (!(reminder > 0))
-                   fixed_dev[l] = true;
-           }
-       }
-       /* If radio repaired, update star chart and attack reports */
-       if (fixed_dev[DRADIO]) {
-           prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"));
-           prout(_("   surveillance reports are coming in."));
-           skip(1);
-           if (!game.iseenit) {
-               attackreport(false);
-               game.iseenit = true;
-           }
-           prout(_("   The star chart is now up to date.\""));
-           skip(1);
-       }
-       if (fixed_dev[DRADIO] || fixed_dev[DLRSENS] || fixed_dev[DSRSENS])
-           rechart();
-       /* Cause extraneous event EVCODE to occur */
-       game.optime -= xtime;
-       switch (evcode) {
-       case FSNOVA: /* Supernova */
-           announce();
-           supernova(false, NULL);
-           schedule(FSNOVA, expran(0.5*game.intime));
-           if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
-               return;
-           break;
-       case FSPY: /* Check with spy to see if S.C. should tractor beam */
-           if (game.state.nscrem == 0 ||
-               ictbeam || istract ||
-               game.condition==docked || game.isatb==1 || game.iscate)
-               return;
-           if (game.ientesc ||
-               (game.energy < 2000 && game.torps < 4 && game.shield < 1250) ||
-               (damaged(DPHASER) && (damaged(DPHOTON) || game.torps < 4)) ||
-               (damaged(DSHIELD) &&
-                (game.energy < 2500 || damaged(DPHASER)) &&
-                (game.torps < 5 || damaged(DPHOTON)))) {
-               /* Tractor-beam her! */
-               istract = true;
-               yank = distance(game.state.kscmdr, game.quadrant);
-               /********* fall through to FTBEAM code ***********/
-           }
-           else
-               return;
-       case FTBEAM: /* Tractor beam */
-           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.condition == docked || yank == 0) {
-                   /* Drats! Have to reschedule */
-                   schedule(FTBEAM, 
-                            game.optime + expran(1.5*game.intime/game.state.remcom));
-                   break;
-               }
-           }
-           /* tractor beaming cases merge here */
-           yank = sqrt(yank);
-           announce();
-           game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
-           ictbeam = true;
-           skip(1);
-           proutn("***");
-           crmshp();
-           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.icraft) { /* Caught in Galileo? */
-               finish(FSTRACTOR);
-               return;
-           }
-           /* Check to see if shuttle is aboard */
-           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 = removed;
-               }
-               else {
-                   prout(_("Galileo, left on the planet surface, is well hidden."));
-               }
-           }
-           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));
-           proutn(", ");
-           prout(cramlc(sector, game.sector));
-           if (game.resting) {
-               prout(_("(Remainder of rest/repair period cancelled.)"));
-               game.resting = false;
-           }
-           if (!game.shldup) {
-               if (!damaged(DSHIELD) && game.shield > 0) {
-                   doshield(true); /* raise shields */
-                   game.shldchg=false;
-               }
-               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));
-           break;
-       case FSNAP: /* Snapshot of the universe (for time warp) */
-           game.snapsht = game.state;
-           game.state.snap = true;
-           schedule(FSNAP, expran(0.5 * game.intime));
-           break;
-       case FBATTAK: /* Commander attacks starbase */
-           if (game.state.remcom==0 || game.state.rembase==0) {
-               /* no can do */
-               unschedule(FBATTAK);
-               unschedule(FCDBAS);
-               break;
-           }
-           i = 0;
-           for (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 (j>game.state.rembase) {
-               /* no match found -- try later */
-               schedule(FBATTAK, expran(0.3*game.intime));
-               unschedule(FCDBAS);
-               break;
-           }
-           /* commander + starbase combination found -- launch attack */
-           game.battle = 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].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));
-           prout(_("   reports that it is under attack and that it can"));
-           proutn(_("   hold out only until stardate %d"),
-                  (int)scheduled(FCDBAS));
-           prout(".\"");
-           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! */
-           hold = game.battle;
-           game.battle = game.state.kscmdr;
-           /* FALL THROUGH */
-       case FCDBAS: /* Commander succeeds in destroying base */
-           if (evcode==FCDBAS) {
-               unschedule(FCDBAS);
-               /* find the lucky pair */
-               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 */
-                   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 (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;
-               newcnd();
-               skip(1);
-               prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""));
-           }
-           else if (game.state.rembase != 1 &&
-                    (!damaged(DRADIO) || game.condition == docked)) {
-               /* Get word via subspace radio */
-               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"));
-               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 (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 = hold;
-               game.isatb = 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)) 
-               supercommander();
-           break;
-       case FDSPROB: /* Move deep space probe */
-           schedule(FDSPROB, 0.01);
-           game.probex += game.probeinx;
-           game.probey += game.probeiny;
-           i = (int)(game.probex/QUADSIZE +0.05);
-           j = (int)(game.probey/QUADSIZE + 0.05);
-           if (game.probec.x != i || game.probec.y != j) {
-               game.probec.x = i;
-               game.probec.y = j;
-               if (!VALID_QUADRANT(i, j) ||
-                   game.state.galaxy[game.probec.x][game.probec.y].supernova) {
-                   // Left galaxy or ran into supernova
-                   if (!damaged(DRADIO) || game.condition == docked) {
-                       announce();
-                       skip(1);
-                       proutn(_("Lt. Uhura-  \"The deep space probe "));
-                       if (!VALID_QUADRANT(j, i))
-                           proutn(_("has left the galaxy"));
-                       else
-                           proutn(_("is no longer transmitting"));
-                       prout(".\"");
-                   }
-                   unschedule(FDSPROB);
-                   break;
-               }
-               if (!damaged(DRADIO) || game.condition == docked) {
-                   announce();
-                   skip(1);
-                   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 (!damaged(DRADIO) || game.condition == docked) {
-               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 && pdest->stars) {
-               /* lets blow the sucker! */
-               supernova(true, &game.probec);
-               unschedule(FDSPROB);
-               if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) 
-                   return;
-           }
-           break;
-       case FDISTR: /* inhabited system issues distress call */
-           unschedule(FDISTR);
-           /* 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
-               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 */
-           ev = schedule(FENSLV, expran(game.intime));
-           ev->quadrant = w;
-           q->status = distressed;
-
-           /* 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"),
-                     systnames[q->planet], cramlc(quadrant, w));
-               prout(_("by a Klingon invasion fleet."));
-               if (cancelrest())
-                   return;
-           }
-           break;
-       case FENSLV:            /* starsystem is enslaved */
-           ev = unschedule(FENSLV);
-           /* 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;
-           }
-           q->status = enslaved;
-
-           /* play stork and schedule the first baby */
-           ev2 = schedule(FREPRO, expran(2.0 * game.intime));
-           ev2->quadrant = ev->quadrant;
-
-           /* report the disaster if we can */
-           if (!damaged(DRADIO) || game.condition == docked)
-           {
-               prout(_("Uhura- We've lost contact with starsystem %s"),
-                     systnames[q->planet]);
-               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.
-           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;
-           }
-           if (game.state.remkl >=MAXKLGAME)
-               break;          /* full right now */
-           /* reproduce one Klingon */
-           w = ev->quadrant;
-           if (game.klhere >= MAXKLQUAD) {
-               /* this quadrant not ok, pick an adjacent one */
-               for (i = w.x - 1; i <= w.x + 1; i++)
-               {
-                   for (j = w.y - 1; j <= w.y + 1; j++)
-                   {
-                       if (!VALID_QUADRANT(i, j))
-                           continue;
-                       q = &game.state.galaxy[w.x][w.y];
-                       /* check for this quad ok (not full & no snova) */
-                       if (q->klingons >= MAXKLQUAD || q->supernova)
-                           continue;
-                       goto foundit;
-                   }
-               }
-               break;  /* search for eligible quadrant failed */
-           foundit:
-               w.x = i;
-               w.y = j;
-           }
-
-           /* deliver the child */
-           game.state.remkl++;
-           q->klingons++;
-           if (same(game.quadrant, w))
-               newkling(++game.klhere);
-
-           /* recompute time left */
-           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;
-       }
-    }
-}
-
-                               
-void wait(void) 
-/* wait on events */
-{
-    int key;
-    double temp, delay, origTime;
-
-    game.ididit = false;
-    for (;;) {
-       key = scan();
-       if (key  != IHEOL)
-           break;
-       proutn(_("How long? "));
-    }
-    chew();
-    if (key != IHREAL) {
-       huh();
-       return;
-    }
-    origTime = delay = aaitem;
-    if (delay <= 0.0)
-       return;
-    if (delay >= game.state.remtime || game.nenhere != 0) {
-       proutn(_("Are you sure? "));
-       if (ja() == false)
-           return;
-    }
-
-    /* Alternate resting periods (events) with attacks */
-
-    game.resting = true;
-    do {
-       if (delay <= 0)
-           game.resting = false;
-       if (!game.resting) {
-           prout(_("%d stardates left."), (int)game.state.remtime);
-           return;
-       }
-       temp = game.optime = delay;
-
-       if (game.nenhere) {
-           double rtime = 1.0 + Rand();
-           if (rtime < temp)
-               temp = rtime;
-           game.optime = temp;
-       }
-       if (game.optime < delay)
-           attack(false);
-       if (game.alldone)
-           return;
-       events();
-       game.ididit = true;
-       if (game.alldone)
-           return;
-       delay -= temp;
-       /* Repair Deathray if long rest at starbase */
-       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 = false;
-    game.optime = 0;
-}
-
-/*
- *     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, scratch;
-
-    if (Rand() < 0.05) {
-       /* Wow! We've supernova'ed */
-       supernova(false, &nov);
-       return;
-    }
-
-    /* handle initial nova */
-    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++;
-       
-    /* Set up stack to recursively trigger adjacent stars */
-    bot = top = top2 = 1;
-    kount = 0;
-    icx = icy = 0;
-    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;
-                   scratch.x = hits[mm][1]+nn-2;
-                   scratch.y = hits[mm][2]+j-2;
-                   if (!VALID_SECTOR(scratch.y, scratch.x))
-                       continue;
-                   iquad = game.quad[scratch.x][scratch.y];
-                   switch (iquad) {
-                   // case IHDOT:      /* Empty space ends reaction
-                   // case IHQUEST:
-                   // case IHBLANK:
-                   // case IHT:
-                   // case IHWEB:
-                   default:
-                       break;
-                   case IHSTAR: /* Affect another star */
-                       if (Rand() < 0.05) {
-                           /* This star supernovas */
-                           supernova(false, &scratch);
-                           return;
-                       }
-                       top2++;
-                       hits[top2][1]=scratch.x;
-                       hits[top2][2]=scratch.y;
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1;
-                       game.state.starkl++;
-                       crmena(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 = NOPLANET;
-                       game.state.nplankl++;
-                       crmena(true, IHP, sector, scratch);
-                       prout(_(" destroyed."));
-                       game.state.planets[game.iplnet].pclass = destroyed;
-                       game.iplnet = 0;
-                       invalidate(game.plnet);
-                       if (game.landed) {
-                           finish(FPNOVA);
-                           return;
-                       }
-                       game.quad[scratch.x][scratch.y] = IHDOT;
-                       break;
-                   case IHB: /* Destroy base */
-                       game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
-                       for (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--;
-                       invalidate(game.base);
-                       game.state.basekl++;
-                       newcnd();
-                       crmena(true, IHB, sector, scratch);
-                       prout(_(" destroyed."));
-                       game.quad[scratch.x][scratch.y] = IHDOT;
-                       break;
-                   case IHE: /* Buffet ship */
-                   case IHF:
-                       prout(_("***Starship buffeted by nova."));
-                       if (game.shldup) {
-                           if (game.shield >= 2000.0)
-                               game.shield -= 2000.0;
-                           else {
-                               double diff = 2000.0 - game.shield;
-                               game.energy -= diff;
-                               game.shield = 0.0;
-                               game.shldup = false;
-                               prout(_("***Shields knocked out."));
-                               game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
-                           }
-                       }
-                       else
-                           game.energy -= 2000.0;
-                       if (game.energy <= 0) {
-                           finish(FNOVA);
-                           return;
-                       }
-                       /* add in course nova contributes to kicking starship*/
-                       icx += game.sector.x-hits[mm][1];
-                       icy += game.sector.y-hits[mm][2];
-                       kount++;
-                       break;
-                   case IHK: /* kill klingon */
-                       deadkl(scratch,iquad, scratch);
-                       break;
-                   case IHC: /* Damage/destroy big enemies */
-                   case IHS:
-                   case IHR:
-                       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);
-                           break;
-                       }
-                       newc.x = scratch.x + scratch.x - hits[mm][1];
-                       newc.y = scratch.y + scratch.y - hits[mm][2];
-                       crmena(true, iquad, sector, scratch);
-                       proutn(_(" damaged"));
-                       if (!VALID_SECTOR(newc.x, newc.y)) {
-                           /* can't leave quadrant */
-                           skip(1);
-                           break;
-                       }
-                       iquad1 = game.quad[newc.x][newc.y];
-                       if (iquad1 == IHBLANK) {
-                           proutn(_(", blasted into "));
-                           crmena(false, IHBLANK, sector, newc);
-                           skip(1);
-                           deadkl(scratch, iquad, newc);
-                           break;
-                       }
-                       if (iquad1 != IHDOT) {
-                           /* can't move into something else */
-                           skip(1);
-                           break;
-                       }
-                       proutn(_(", buffeted to "));
-                       proutn(cramlc(sector, newc));
-                       game.quad[scratch.x][scratch.y] = IHDOT;
-                       game.quad[newc.x][newc.y] = iquad;
-                       game.ks[ll] = newc;
-                       game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc);
-                       skip(1);
-                       break;
-                   }
-               }
-       if (top == top2) 
-           break;
-       bot = top + 1;
-       top = top2;
-    }
-    if (kount==0) 
-       return;
-
-    /* Starship affected by nova -- kick it away. */
-    game.dist = kount*0.1;
-    if (icx)
-       icx = (icx < 0 ? -1 : 1);
-    if (icy)
-       icy = (icy < 0 ? -1 : 1);
-    game.direc = course[3*(icx+1)+icy+2];
-    if (game.direc == 0.0)
-       game.dist = 0.0;
-    if (game.dist == 0.0)
-       return;
-    game.optime = 10.0*game.dist/16.0;
-    skip(1);
-    prout(_("Force of nova displaces starship."));
-    imove(true);
-    game.optime = 10.0*game.dist/16.0;
-    return;
-}
-       
-       
-void supernova(bool induced, coord *w) 
-/* star goes supernova */
-{
-    int num = 0, nrmdead, npdead = 0, kldead, loop;
-    coord nq;
-
-    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;
-           }
-           if (num <=0)
-               break;
-       }
-       if (idebug) {
-           proutn("=== Super nova here?");
-           if (ja() == true)
-               nq = game.quadrant;
-       }
-    }
-
-    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 {
-       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;
-       }
-
-       skip(1);
-       prouts(_("***RED ALERT!  RED ALERT!"));
-       skip(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 = 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;
-    if (same(nq, game.state.kscmdr)) {
-       /* did in the Supercommander! */
-       game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb =  0;
-       game.iscate = false;
-       unschedule(FSCMOVE);
-    }
-    if (same(nq, game.battle)) {
-       unschedule(FSCDBAS);
-       unschedule(FCDBAS);
-       invalidate(game.battle);
-    }
-    if (game.state.remcom) {
-       int maxloop = game.state.remcom, l;
-       for (l = 1; l <= maxloop; l++) {
-           if (same(game.state.kcmdr[l], nq)) {
-               game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom];
-               invalidate(game.state.kcmdr[game.state.remcom]);
-               game.state.remcom--;
-               kldead--;
-               if (game.state.remcom==0)
-                   unschedule(FTBEAM);
-               break;
-           }
-       }
-    }
-    game.state.remkl -= kldead;
-    /* destroy Romulans and planets in supernovaed quadrant */
-    nrmdead = game.state.galaxy[nq.x][nq.y].romulans;
-    game.state.galaxy[nq.x][nq.y].romulans = 0;
-    game.state.nromrem -= nrmdead;
-    /* 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, 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 (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 (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 ((game.state.remkl + game.state.remcom + game.state.nscrem)==0 && !same(nq, game.quadrant)) {
-       skip(2);
-       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);
-    return;
-}