--- /dev/null
+/*
+ * 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;
+}