Small cleanups discovered during Python translation.
[super-star-trek.git] / src / events.c
index 746911a3b9ff60071eb4bb4b16c535ee4df7f325..37a02d1bc92c93d81fc432fdd8a181e85fc26b32 100644 (file)
@@ -22,7 +22,7 @@ int is_scheduled(int evtype)
     return game.future[evtype].date != FOREVER;
 }
 
-extern double scheduled(int evtype)
+double scheduled(int evtype)
 /* when will this event happen? */
 {
     return game.future[evtype].date;
@@ -36,7 +36,7 @@ event *schedule(int evtype, double offset)
 }
 
 void postpone(int evtype, double offset)
-/* poistpone a scheduled event */
+/* postpone a scheduled event */
 {
     game.future[evtype].date += offset;
 }
@@ -62,7 +62,7 @@ void events(void)
 {
     int evcode, i=0, j, k, l;
     double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
-    bool radio_was_broken, ictbeam = false, ipage = false, istract = false;
+    bool radio_was_broken, ictbeam = false, istract = false;
     struct quadrant *pdest, *q;
     coord w, hold;
     event *ev, *ev2;
@@ -80,7 +80,7 @@ void events(void)
            case FSCDBAS: proutn("=== SC Base Destroy "); break;
            case FDSPROB: proutn("=== Probe Move      "); break;
            case FDISTR:  proutn("=== Distress Call   "); break;
-           case FENSLV:  proutn("=== Enlavement      "); break;
+           case FENSLV:  proutn("=== Enslavement     "); break;
            case FREPRO:  proutn("=== Klingon Build   "); break;
            }
            if (is_scheduled(i))
@@ -111,7 +111,8 @@ void events(void)
        game.state.date = datemin;
        /* Decrement Federation resources and recompute remaining time */
        game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime;
-       game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
+       game.state.remtime = game.state.remkl + game.state.remcom > 0 ?
+               game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99;
        if (game.state.remtime <=0) {
            finish(FDEPLETE);
            return;
@@ -145,7 +146,7 @@ void events(void)
            prout(_("   surveillance reports are coming in."));
            skip(1);
            if (!game.iseenit) {
-               attakreport(false);
+               attackreport(false);
                game.iseenit = true;
            }
            rechart();
@@ -156,10 +157,8 @@ void events(void)
        game.optime -= xtime;
        switch (evcode) {
        case FSNOVA: /* Supernova */
-           if (!ipage)
-               pause_game(true);
-           ipage=true;
-           snova(false, NULL);
+           announce();
+           supernova(false, NULL);
            schedule(FSNOVA, expran(0.5*game.intime));
            if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
                return;
@@ -167,7 +166,8 @@ void events(void)
        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;
+               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)) ||
@@ -198,9 +198,7 @@ void events(void)
            }
            /* tractor beaming cases merge here */
            yank = sqrt(yank);
-           if (!ipage)
-               pause_game(true);
-           ipage=true;
+           announce();
            game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
            ictbeam = true;
            skip(1);
@@ -272,8 +270,8 @@ void events(void)
                break;
            }
            i = 0;
-           for_starbases(j) {
-               for_commanders(k)
+           for (j = 1; j <= game.state.rembase; j++) {
+               for (k = 1; k <= game.state.remcom; k++)
                    if (same(game.state.baseq[j], game.state.kcmdr[k]) &&
                        !same(game.state.baseq[j], game.quadrant) &&
                        !same(game.state.baseq[j], game.state.kscmdr)) {
@@ -299,9 +297,7 @@ void events(void)
            if (!damaged(DRADIO) && game.condition != docked) 
                break; /* No warning :-( */
            game.iseenit = true;
-           if (!ipage)
-               pause_game(true);
-           ipage = true;
+           announce();
            skip(1);
            proutn(_("Lt. Uhura-  \"Captain, the starbase in "));
            prout(cramlc(quadrant, game.battle));
@@ -324,7 +320,7 @@ void events(void)
            if (evcode==FCDBAS) {
                unschedule(FCDBAS);
                /* find the lucky pair */
-               for_commanders(i)
+               for (i = 1; i <= game.state.remcom; i++)
                    if (same(game.state.kcmdr[i], game.battle)) 
                        break;
                if (i > game.state.remcom || game.state.rembase == 0 ||
@@ -348,9 +344,7 @@ void events(void)
            else if (game.state.rembase != 1 &&
                     (!damaged(DRADIO) || game.condition == docked)) {
                /* Get word via subspace radio */
-               if (!ipage)
-                   pause_game(true);               
-               ipage = true;
+               announce();
                skip(1);
                prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"));
                proutn(_("   the starbase in "));
@@ -364,7 +358,7 @@ void events(void)
            }
            /* Remove Starbase from galaxy */
            game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
-           for_starbases(i)
+           for (i = 1; i <= game.state.rembase; i++)
                if (same(game.state.baseq[i], game.battle))
                    game.state.baseq[i] = game.state.baseq[game.state.rembase];
            game.state.rembase--;
@@ -380,7 +374,7 @@ void events(void)
            schedule(FSCMOVE, 0.2777);
            if (!game.ientesc && !istract && game.isatb != 1 &&
                        (!game.iscate || !game.justin)) 
-               scom(&ipage);
+               supercommander();
            break;
        case FDSPROB: /* Move deep space probe */
            schedule(FDSPROB, 0.01);
@@ -395,9 +389,7 @@ void events(void)
                    game.state.galaxy[game.probec.x][game.probec.y].supernova) {
                    // Left galaxy or ran into supernova
                    if (!damaged(DRADIO) || game.condition == docked) {
-                       if (!ipage)
-                           pause_game(true);
-                       ipage = true;
+                       announce();
                        skip(1);
                        proutn(_("Lt. Uhura-  \"The deep space probe "));
                        if (!VALID_QUADRANT(j, i))
@@ -410,9 +402,7 @@ void events(void)
                    break;
                }
                if (!damaged(DRADIO) || game.condition == docked) {
-                   if (!ipage)
-                       pause_game(true);
-                   ipage = true;
+                   announce();
                    skip(1);
                    proutn(_("Lt. Uhura-  \"The deep space probe is now in "));
                    proutn(cramlc(quadrant, game.probec));
@@ -433,7 +423,7 @@ void events(void)
            game.proben--; // One less to travel
            if (game.proben == 0 && game.isarmed && pdest->stars) {
                /* lets blow the sucker! */
-               snova(true, &game.probec);
+               supernova(true, &game.probec);
                unschedule(FDSPROB);
                if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) 
                    return;
@@ -444,14 +434,15 @@ void events(void)
            /* try a whole bunch of times to find something suitable */
            i = 100;
            do {
-               /* need a quadrant which is not the current one,
-                  which has some stars which are inhabited and
-                  not already under attack, which is not
-                  supernova'ed, and which has some Klingons in it */
+               // need a quadrant which is not the current one,
+               // which has some stars which are inhabited and
+               // not already under attack, which is not
+               // supernova'ed, and which has some Klingons in it
                w = randplace(GALSIZE);
                q = &game.state.galaxy[w.x][w.y];
            } while (--i &&
                     (same(game.quadrant, w) || q->planet == NOPLANET ||
+                     game.state.planets[q->planet].inhabited == UNINHABITED ||
                      q->supernova || q->status!=secure || q->klingons<=0));
            if (i == 0) {
                /* can't seem to find one; ignore this call */
@@ -468,9 +459,9 @@ void events(void)
            /* tell the captain about it if we can */
            if (!damaged(DRADIO) || game.condition == docked)
            {
-               prout("Uhura- Captain, %s in %s reports it is under attack",
+               prout(_("Uhura- Captain, %s in %s reports it is under attack"),
                      systnames[q->planet], cramlc(quadrant, w));
-               prout("by a Klingon invasion fleet.");
+               prout(_("by a Klingon invasion fleet."));
                if (cancelrest())
                    return;
            }
@@ -492,16 +483,14 @@ void events(void)
            /* report the disaster if we can */
            if (!damaged(DRADIO) || game.condition == docked)
            {
-               prout("Uhura- We've lost contact with starsystem %s",
+               prout(_("Uhura- We've lost contact with starsystem %s"),
                      systnames[q->planet]);
-               prout("in %s.\n", cramlc(quadrant, ev->quadrant));
+               prout(_("in %s.\n"), cramlc(quadrant, ev->quadrant));
            }
            break;
        case FREPRO:            /* Klingon reproduces */
-           /*
-            * If we ever switch to a real event queue, we'll need to
-            * explicitly retrieve and restore the x and y.
-            */
+           // If we ever switch to a real event queue, we'll need to
+           // explicitly retrieve and restore the x and y.
            ev = schedule(FREPRO, expran(1.0 * game.intime));
            /* see if current distress call still active */
            q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y];
@@ -541,18 +530,19 @@ void events(void)
                newkling(++game.klhere);
 
            /* recompute time left */
-           game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
+           game.state.remtime = game.state.remkl + game.state.remcom > 0 ?
+                   game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99;
            /* report the disaster if we can */
            if (!damaged(DRADIO) || game.condition == docked)
            {
                if (same(game.quadrant, w)) {
-                   prout("Spock- sensors indicate the Klingons have");
-                   prout("launched a warship from %s.", systnames[q->planet]);
+                   prout(_("Spock- sensors indicate the Klingons have"));
+                   prout(_("launched a warship from %s."), systnames[q->planet]);
                } else {
-                   prout("Uhura- Starfleet reports increased Klingon activity");
+                   prout(_("Uhura- Starfleet reports increased Klingon activity"));
                    if (q->planet != NOPLANET)
-                       proutn("near %s", systnames[q->planet]);
-                   prout("in %s.\n", cramlc(quadrant, w));
+                       proutn(_("near %s"), systnames[q->planet]);
+                   prout(_("in %s.\n"), cramlc(quadrant, w));
                }
            }
            break;
@@ -645,7 +635,7 @@ void nova(coord nov)
 
     if (Rand() < 0.05) {
        /* Wow! We've supernova'ed */
-       snova(false, &nov);
+       supernova(false, &nov);
        return;
     }
 
@@ -684,7 +674,7 @@ void nova(coord nov)
                    case IHSTAR: /* Affect another star */
                        if (Rand() < 0.05) {
                            /* This star supernovas */
-                           snova(false, &scratch);
+                           supernova(false, &scratch);
                            return;
                        }
                        top2++;
@@ -701,7 +691,7 @@ void nova(coord nov)
                        game.state.nplankl++;
                        crmena(true, IHP, sector, scratch);
                        prout(_(" destroyed."));
-                       DESTROY(&game.state.planets[game.iplnet]);
+                       game.state.planets[game.iplnet].pclass = destroyed;
                        game.iplnet = 0;
                        invalidate(game.plnet);
                        if (game.landed) {
@@ -712,7 +702,7 @@ void nova(coord nov)
                        break;
                    case IHB: /* Destroy base */
                        game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
-                       for_starbases(i)
+                       for (i = 1; i <= game.state.rembase; i++)
                            if (same(game.state.baseq[i], game.quadrant)) 
                                break;
                        game.state.baseq[i] = game.state.baseq[game.state.rembase];
@@ -756,7 +746,7 @@ void nova(coord nov)
                    case IHC: /* Damage/destroy big enemies */
                    case IHS:
                    case IHR:
-                       for_local_enemies(ll)
+                       for (ll = 1; ll <= game.nenhere; ll++)
                            if (same(game.ks[ll], scratch))
                                break;
                        game.kpower[ll] -= 800.0; /* If firepower is lost, die */
@@ -824,10 +814,10 @@ void nova(coord nov)
 }
        
        
-void snova(bool induced, coord *w) 
+void supernova(bool induced, coord *w) 
 /* star goes supernova */
 {
-    int num = 0, nrmdead, npdead, kldead;
+    int num = 0, nrmdead, npdead = 0, kldead, loop;
     coord nq;
 
     if (w != NULL) 
@@ -837,15 +827,14 @@ void snova(bool induced, coord *w)
        /* Scheduled supernova -- select star */
        /* logic changed here so that we won't favor quadrants in top
           left of universe */
-       for_quadrants(nq.x) {
-           for_quadrants(nq.y) {
+       for (nq.x = 1; nq.x <= GALSIZE; nq.x++)
+           for (nq.y = 1; nq.y <= GALSIZE; nq.y++)
                stars += game.state.galaxy[nq.x][nq.y].stars;
-           }
-       }
-       if (stars == 0) return; /* nothing to supernova exists */
+       if (stars == 0)
+           return; /* nothing to supernova exists */
        num = Rand()*stars + 1;
-       for_quadrants(nq.x) {
-           for_quadrants(nq.y) {
+       for (nq.x = 1; nq.x <= GALSIZE; nq.x++) {
+           for (nq.y = 1; nq.y <= GALSIZE; nq.y++) {
                num -= game.state.galaxy[nq.x][nq.y].stars;
                if (num <= 0)
                    break;
@@ -873,8 +862,8 @@ void snova(bool induced, coord *w)
        coord ns;
        /* we are in the quadrant! */
        num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1;
-       for_sectors(ns.x) {
-           for_sectors(ns.y) {
+       for (ns.x = 1; ns.x <= QUADSIZE; ns.x++) {
+           for (ns.y = 1; ns.y <= QUADSIZE; ns.y++) {
                if (game.quad[ns.x][ns.y]==IHSTAR) {
                    num--;
                    if (num==0)
@@ -927,13 +916,12 @@ void snova(bool induced, coord *w)
     nrmdead = game.state.galaxy[nq.x][nq.y].romulans;
     game.state.galaxy[nq.x][nq.y].romulans = 0;
     game.state.nromrem -= nrmdead;
-    npdead = num - nrmdead*10;
-    if (npdead) {
-       int loop;
-       for (loop = 0; loop < game.inplan; loop++)
-           if (same(game.state.planets[loop].w, nq)) {
-               DESTROY(&game.state.planets[loop]);
-           }
+    /* Destroy planets */
+    for (loop = 0; loop < game.inplan; loop++) {
+       if (same(game.state.planets[loop].w, nq)) {
+           game.state.planets[loop].pclass = destroyed;
+           npdead++;
+       }
     }
     /* Destroy any base in supernovaed quadrant */
     if (game.state.rembase) {
@@ -956,7 +944,7 @@ void snova(bool induced, coord *w)
     if (same(game.quadrant, nq) || !damaged(DRADIO) || game.condition == docked)
        game.state.galaxy[nq.x][nq.y].supernova = true;
     /* If supernova destroys last Klingons give special message */
-    if (KLINGREM==0 && !same(nq, game.quadrant)) {
+    if ((game.state.remkl + game.state.remcom + game.state.nscrem)==0 && !same(nq, game.quadrant)) {
        skip(2);
        if (!induced)
            prout(_("Lucky you!"));