All old versions moved to 'historic' directoery.
[super-star-trek.git] / historic / c-version / src / events.c
diff --git a/historic/c-version/src/events.c b/historic/c-version/src/events.c
new file mode 100644 (file)
index 0000000..3362fdd
--- /dev/null
@@ -0,0 +1,971 @@
+/*
+ * 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;
+}