Clean up nasty FORTRAN-style if statements.
[super-star-trek.git] / src / events.c
index 589a83821ad22a3489a01dc0fb10334be4a3dbca..3a93a84cf0320c7c85d062e79e80624efb959084 100644 (file)
+/*
+ * 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;
+}
+
+extern 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)
+/* poistpone 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 ictbeam=0, ipage=0, istract=0, line, i=0, j, k, l, ixhold=0, iyhold=0;
-    double fintim = game.state.date + Time, datemin, xtime, repair, yank=0;
-    int radio_was_broken;
+    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;
+    struct quadrant *pdest, *q;
+    coord w, hold;
+    event *ev, *ev2;
+
+    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("=== Enlavement      "); break;
+           case FREPRO:  proutn("=== Klingon Build   "); break;
+           }
+           if (is_scheduled(i))
+               prout("%.2f", scheduled(i));
+           else
+               prout("never");
 
-#ifdef DEBUG
-    if (idebug) prout("EVENTS");
-#endif
+       }
+    }
 
-    radio_was_broken = (game.damage[DRADIO] != 0.0);
+    radio_was_broken = damaged(DRADIO);
 
+    hold.x = hold.y = 0;
     for (;;) {
-       /* Select earliest extraneous event, line==0 if no events */
-       line = FSPY;
-       if (alldone) return;
+       /* 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] < datemin) {
-               line = l;
-               datemin = game.future[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;
@@ -32,336 +116,463 @@ void events(void)
            finish(FDEPLETE);
            return;
        }
+       /* Any crew left alive? */
+       if (game.state.crew <=0) {
+           finish(FCREW);
+           return;
+       }
        /* Is life support adequate? */
-       if (game.damage[DLIFSUP] && condit != IHDOCKED) {
-           if (lsupres < xtime && game.damage[DLIFSUP] > lsupres) {
+       if (damaged(DLIFSUP) && game.condition != docked) {
+           if (game.lsupres < xtime && game.damage[DLIFSUP] > game.lsupres) {
                finish(FLIFESUP);
                return;
            }
-           lsupres -= xtime;
-           if (game.damage[DLIFSUP] <= xtime) lsupres = inlsr;
+           game.lsupres -= xtime;
+           if (game.damage[DLIFSUP] <= xtime)
+               game.lsupres = game.inlsr;
        }
        /* Fix devices */
        repair = xtime;
-       if (condit == IHDOCKED) repair /= docfac;
+       if (game.condition == docked)
+           repair /= game.docfac;
        /* Don't fix Deathray here */
        for (l=0; l<NDEVICES; l++)
            if (game.damage[l] > 0.0 && l != DDRAY)
                game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]);
        /* If radio repaired, update star chart and attack reports */
-       if (radio_was_broken && game.damage[DRADIO] == 0.0) {
-           prout("Lt. Uhura- \"Captain, the sub-space radio is working and");
-           prout("   surveillance reports are coming in.");
+       if (radio_was_broken && !damaged(DRADIO)) {
+           prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"));
+           prout(_("   surveillance reports are coming in."));
            skip(1);
-           if (iseenit==0) {
-               attakreport(0);
-               iseenit = 1;
+           if (!game.iseenit) {
+               attakreport(false);
+               game.iseenit = true;
            }
            rechart();
-           prout("   The star chart is now up to date.\"");
+           prout(_("   The star chart is now up to date.\""));
            skip(1);
        }
-       /* Cause extraneous event LINE to occur */
-       Time -= xtime;
-       switch (line) {
+       /* Cause extraneous event EVCODE to occur */
+       game.optime -= xtime;
+       switch (evcode) {
        case FSNOVA: /* Supernova */
-           if (ipage==0) pause_game(1);
-           ipage=1;
-           snova(0,0);
-           game.future[FSNOVA] = game.state.date + expran(0.5*intime);
-           if (game.state.galaxy[quadx][quady].supernova) return;
+           if (!ipage)
+               pause_game(true);
+           ipage=true;
+           snova(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 > 0 ||
-               condit==IHDOCKED || isatb==1 || iscate==1) return;
-           if (ientesc ||
-               (energy < 2000 && torps < 4 && shield < 1250) ||
-               (game.damage[DPHASER]>0 && (game.damage[DPHOTON]>0 || torps < 4)) ||
-               (game.damage[DSHIELD] > 0 &&
-                (energy < 2500 || game.damage[DPHASER] > 0) &&
-                (torps < 5 || game.damage[DPHOTON] > 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=1;
-               yank = square(game.state.isx-quadx) + square(game.state.isy-quady);
+               istract = true;
+               yank = distance(game.state.kscmdr, game.quadrant);
                /********* fall through to FTBEAM code ***********/
            }
-           else return;
+           else
+               return;
        case FTBEAM: /* Tractor beam */
-           if (line==FTBEAM) {
+           if (evcode==FTBEAM) {
                if (game.state.remcom == 0) {
-                   game.future[FTBEAM] = FOREVER;
+                   unschedule(FTBEAM);
                    break;
                }
                i = Rand()*game.state.remcom+1.0;
-               yank = square(game.state.cx[i]-quadx) + square(game.state.cy[i]-quady);
-               if (istract || condit == IHDOCKED || yank == 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 */
-                   game.future[FTBEAM] = game.state.date + Time +
-                       expran(1.5*intime/game.state.remcom);
+                   schedule(FTBEAM, 
+                            game.optime + expran(1.5*game.intime/game.state.remcom));
                    break;
                }
            }
            /* tractor beaming cases merge here */
            yank = sqrt(yank);
-           if (ipage==0) pause_game(1);
-           ipage=1;
-           Time = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
-           ictbeam = 1;
+           if (!ipage)
+               pause_game(true);
+           ipage=true;
+           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--");
+           prout(_(" caught in long range tractor beam--"));
            /* If Kirk & Co. screwing around on planet, handle */
-           atover(1); /* atover(1) is Grab */
-           if (alldone) return;
-           if (icraft == 1) { /* Caught in Galileo? */
+           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 (iscraft==0) {
+           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.");
+                   prout(_("Galileo, left on the planet surface, is captured"));
+                   prout(_("by aliens and made into a flying McDonald's."));
                    game.damage[DSHUTTL] = -10;
-                   iscraft = -1;
+                   game.iscraft = removed;
                }
                else {
-                   prout("Galileo, left on the planet surface, is well hidden.");
+                   prout(_("Galileo, left on the planet surface, is well hidden."));
                }
            }
-           if (line==0) {
-               quadx = game.state.isx;
-               quady = game.state.isy;
-           }
-           else {
-               quadx = game.state.cx[i];
-               quady = game.state.cy[i];
-           }
-           iran(QUADSIZE, &sectx, &secty);
+           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, quadx, quady));
+           proutn(_(" is pulled to "));
+           proutn(cramlc(quadrant, game.quadrant));
            proutn(", ");
-           prout(cramlc(sector, sectx, secty));
-           if (resting) {
-               prout("(Remainder of rest/repair period cancelled.)");
-               resting = 0;
-           }
-           if (shldup==0) {
-               if (game.damage[DSHIELD]==0 && shield > 0) {
-                   doshield(2); /* Shldsup */
-                   shldchg=0;
+           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.)");
+               else
+                   prout(_("(Shields not currently useable.)"));
            }
-           newqad(0);
+           newqad(false);
            /* Adjust finish time to time of tractor beaming */
-           fintim = game.state.date+Time;
-           attack(0);
-           if (game.state.remcom <= 0) game.future[FTBEAM] = FOREVER;
-           else game.future[FTBEAM] = game.state.date+Time+expran(1.5*intime/game.state.remcom);
+           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 = 1;
-           game.future[FSNAP] = game.state.date + expran(0.5 * intime);
+           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 */
-               game.future[FBATTAK] = game.future[FCDBAS] = FOREVER;
+               unschedule(FBATTAK);
+               unschedule(FCDBAS);
                break;
            }
            i = 0;
            for_starbases(j) {
                for_commanders(k)
-                   if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] &&
-                       (game.state.baseqx[j]!=quadx || game.state.baseqy[j]!=quady) &&
-                       (game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) {
+                   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 (i == 1)
+                   break;
            }
            if (j>game.state.rembase) {
                /* no match found -- try later */
-               game.future[FBATTAK] = game.state.date + expran(0.3*intime);
-               game.future[FCDBAS] = FOREVER;
+               schedule(FBATTAK, expran(0.3*game.intime));
+               unschedule(FCDBAS);
                break;
            }
            /* commander + starbase combination found -- launch attack */
-           batx = game.state.baseqx[j];
-           baty = game.state.baseqy[j];
-           game.future[FCDBAS] = game.state.date+1.0+3.0*Rand();
-           if (isatb) /* extra time if SC already attacking */
-               game.future[FCDBAS] += game.future[FSCDBAS]-game.state.date;
-           game.future[FBATTAK] = game.future[FCDBAS] +expran(0.3*intime);
-           iseenit = 0;
-           if (game.damage[DRADIO] != 0.0 &&
-               condit != IHDOCKED) break; /* No warning :-( */
-           iseenit = 1;
-           if (ipage==0) pause_game(1);
-           ipage = 1;
+           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;
+           if (!ipage)
+               pause_game(true);
+           ipage = true;
            skip(1);
-           proutn("Lt. Uhura-  \"Captain, the starbase in ");
-           prout(cramlc(quadrant, batx, baty));
-           prout("   reports that it is under attack and that it can");
-           proutn("   hold out only until stardate %d",
-                  (int)game.future[FCDBAS]);
+           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 (resting) {
-               skip(1);
-               proutn("Mr. Spock-  \"Captain, shall we cancel the rest period?\" ");
-               if (ja()) {
-                   resting = 0;
-                   Time = 0.0;
-                   return;
-               }
-           }
+           if (cancelrest())
+               return;
            break;
        case FSCDBAS: /* Supercommander destroys base */
-           game.future[FSCDBAS] = FOREVER;
-           isatb = 2;
-           if (!game.state.galaxy[game.state.isx][game.state.isy].starbase) 
+           unschedule(FSCDBAS);
+           game.isatb = 2;
+           if (!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase) 
                break; /* WAS RETURN! */
-           ixhold = batx;
-           iyhold = baty;
-           batx = game.state.isx;
-           baty = game.state.isy;
+           hold = game.battle;
+           game.battle = game.state.kscmdr;
+           /* FALL THROUGH */
        case FCDBAS: /* Commander succeeds in destroying base */
-           if (line==FCDBAS) {
-               game.future[FCDBAS] = FOREVER;
+           if (evcode==FCDBAS) {
+               unschedule(FCDBAS);
                /* find the lucky pair */
                for_commanders(i)
-                   if (game.state.cx[i]==batx && game.state.cy[i]==baty
+                   if (same(game.state.kcmdr[i], game.battle)
                        break;
                if (i > game.state.remcom || game.state.rembase == 0 ||
-                   !game.state.galaxy[batx][baty].starbase) {
+                   !game.state.galaxy[game.battle.x][game.battle.y].starbase) {
                    /* No action to take after all */
-                   batx = baty = 0;
+                   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 (batx==quadx && baty==quady) {
-               game.state.chart[batx][baty].starbase = FALSE;
-               game.quad[basex][basey]= IHDOT;
-               basex=basey=0;
+           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 destroyegame.state.\"");
+               prout(_("Spock-  \"Captain, I believe the starbase has been destroyed.\""));
            }
            else if (game.state.rembase != 1 &&
-                    (game.damage[DRADIO] <= 0.0 || condit == IHDOCKED)) {
+                    (!damaged(DRADIO) || game.condition == docked)) {
                /* Get word via subspace radio */
-               if (ipage==0) pause_game(1);
-               ipage = 1;
+               if (!ipage)
+                   pause_game(true);               
+               ipage = true;
                skip(1);
-               prout("Lt. Uhura-  \"Captain, Starfleet Command reports that");
-               proutn("   the starbase in ");
-               proutn(cramlc(quadrant, batx, baty));
-               prout(" has been destroyed by");
-               if (isatb==2) prout("the Klingon Super-Commander");
-               else prout("a Klingon Commander");
-               game.state.chart[batx][baty].starbase = FALSE;
+               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[batx][baty].starbase = FALSE;
+           game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
            for_starbases(i)
-               if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) {
-                   game.state.baseqx[i]=game.state.baseqx[game.state.rembase];
-                   game.state.baseqy[i]=game.state.baseqy[game.state.rembase];
-               }
+               if (same(game.state.baseq[i], game.battle))
+                   game.state.baseq[i] = game.state.baseq[game.state.rembase];
            game.state.rembase--;
-           if (isatb == 2) {
+           if (game.isatb == 2) {
                /* reinstate a commander's base attack */
-               batx = ixhold;
-               baty = iyhold;
-               isatb = 0;
-           }
-           else {
-               batx = baty = 0;
+               game.battle = hold;
+               game.isatb = 0;
            }
+           else
+               invalidate(game.battle);
            break;
        case FSCMOVE: /* Supercommander moves */
-           game.future[FSCMOVE] = game.state.date+0.2777;
-           if (ientesc+istract==0 &&
-               isatb!=1 &&
-               (iscate!=1 || justin==1)) scom(&ipage);
+           schedule(FSCMOVE, 0.2777);
+           if (!game.ientesc && !istract && game.isatb != 1 &&
+                       (!game.iscate || !game.justin)) 
+               scom(&ipage);
            break;
        case FDSPROB: /* Move deep space probe */
-           game.future[FDSPROB] = game.state.date + 0.01;
-           probex += probeinx;
-           probey += probeiny;
-           i = (int)(probex/QUADSIZE +0.05);
-           j = (int)(probey/QUADSIZE + 0.05);
-           if (probecx != i || probecy != j) {
-               probecx = i;
-               probecy = j;
+           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[probecx][probecy].supernova) {
+                   game.state.galaxy[game.probec.x][game.probec.y].supernova) {
                    // Left galaxy or ran into supernova
-                   if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {
-                       if (ipage==0) pause_game(1);
-                       ipage = 1;
+                   if (!damaged(DRADIO) || game.condition == docked) {
+                       if (!ipage)
+                           pause_game(true);
+                       ipage = true;
                        skip(1);
-                       proutn("Lt. Uhura-  \"The deep space probe ");
+                       proutn(_("Lt. Uhura-  \"The deep space probe "));
                        if (!VALID_QUADRANT(j, i))
-                           proutn("has left the galaxy");
+                           proutn(_("has left the galaxy"));
                        else
-                           proutn("is no longer transmitting");
+                           proutn(_("is no longer transmitting"));
                        prout(".\"");
                    }
-                   game.future[FDSPROB] = FOREVER;
+                   unschedule(FDSPROB);
                    break;
                }
-               if (game.damage[DRADIO]==0.0   || condit == IHDOCKED) {
-                   if (ipage==0) pause_game(1);
-                   ipage = 1;
+               if (!damaged(DRADIO) || game.condition == docked) {
+                   if (!ipage)
+                       pause_game(true);
+                   ipage = true;
                    skip(1);
-                   proutn("Lt. Uhura-  \"The deep space probe is now in ");
-                   proutn(cramlc(quadrant, probecx, probecy));
+                   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 (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {
-               game.state.chart[probecx][probecy].klingons = game.state.galaxy[probecx][probecy].klingons;
-               game.state.chart[probecx][probecy].starbase = game.state.galaxy[probecx][probecy].starbase;
-               game.state.chart[probecx][probecy].stars = game.state.galaxy[probecx][probecy].stars;
-               game.state.galaxy[probecx][probecy].charted = TRUE;
-           }
-           proben--; // One less to travel
-           if (proben == 0 && isarmed &&
-               game.state.galaxy[probecx][probecy].stars) {
+           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! */
-               snova(1,0);
-               game.future[FDSPROB] = FOREVER;
-               if (game.state.galaxy[quadx][quady].supernova) 
+               snova(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 ||
+                     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.remres/(game.state.remkl+4*game.state.remcom);
+           /* 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;
 
-    ididit = 0;
+    game.ididit = false;
     for (;;) {
        key = scan();
-       if (key  != IHEOL) break;
-       proutn("How long? ");
+       if (key  != IHEOL)
+           break;
+       proutn(_("How long? "));
     }
     chew();
     if (key != IHREAL) {
@@ -369,79 +580,99 @@ void wait(void)
        return;
     }
     origTime = delay = aaitem;
-    if (delay <= 0.0) return;
-    if (delay >= game.state.remtime || nenhere != 0) {
-       proutn("Are you sure? ");
-       if (ja() == 0) return;
+    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 */
 
-    resting = 1;
+    game.resting = true;
     do {
-       if (delay <= 0) resting = 0;
-       if (resting == 0) {
-           prout("%d stardates left.", (int)game.state.remtime);
+       if (delay <= 0)
+           game.resting = false;
+       if (!game.resting) {
+           prout(_("%d stardates left."), (int)game.state.remtime);
            return;
        }
-       temp = Time = delay;
+       temp = game.optime = delay;
 
-       if (nenhere) {
+       if (game.nenhere) {
            double rtime = 1.0 + Rand();
-           if (rtime < temp) temp = rtime;
-           Time = temp;
+           if (rtime < temp)
+               temp = rtime;
+           game.optime = temp;
        }
-       if (Time < delay) attack(0);
-       if (alldone) return;
+       if (game.optime < delay)
+           attack(false);
+       if (game.alldone)
+           return;
        events();
-       ididit = 1;
-       if (alldone) return;
+       game.ididit = true;
+       if (game.alldone)
+           return;
        delay -= temp;
        /* Repair Deathray if long rest at starbase */
-       if (origTime-delay >= 9.99 && condit == IHDOCKED)
+       if (origTime-delay >= 9.99 && game.condition == docked)
            game.damage[DDRAY] = 0.0;
     } while 
        // leave if quadrant supernovas
-       (!game.state.galaxy[quadx][quady].supernova);
+       (!game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova);
 
-    resting = 0;
-    Time = 0;
+    game.resting = false;
+    game.optime = 0;
 }
 
-void nova(int ix, int iy) 
+/*
+ *     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, newcx, newcy, ii, jj;
+    int iquad, iquad1, i, ll;
+    coord newc, scratch;
+
     if (Rand() < 0.05) {
        /* Wow! We've supernova'ed */
-       snova(ix, iy);
+       snova(false, &nov);
        return;
     }
 
     /* handle initial nova */
-    game.quad[ix][iy] = IHDOT;
-    crmena(1, IHSTAR, 2, ix, iy);
-    prout(" novas.");
-    game.state.galaxy[quadx][quady].stars--;
+    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] = ix;
-    hits[1][2] = iy;
+    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;
-                   ii = hits[mm][1]+nn-2;
-                   jj = hits[mm][2]+j-2;
-                   if (!VALID_SECTOR(jj, ii)) continue;
-                   iquad = game.quad[ii][jj];
+                   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:
@@ -453,98 +684,101 @@ void nova(int ix, int iy)
                    case IHSTAR: /* Affect another star */
                        if (Rand() < 0.05) {
                            /* This star supernovas */
-                           snova(ii,jj);
+                           snova(false, &scratch);
                            return;
                        }
                        top2++;
-                       hits[top2][1]=ii;
-                       hits[top2][2]=jj;
-                       game.state.galaxy[quadx][quady].stars -= 1;
+                       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(1, IHSTAR, 2, ii, jj);
-                       prout(" novas.");
-                       game.quad[ii][jj] = IHDOT;
+                       crmena(true, IHSTAR, sector, scratch);
+                       prout(_(" novas."));
+                       game.quad[scratch.x][scratch.y] = IHDOT;
                        break;
                    case IHP: /* Destroy planet */
-                       game.state.galaxy[quadx][quady].planets -= 1;
+                       game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET;
                        game.state.nplankl++;
-                       crmena(1, IHP, 2, ii, jj);
-                       prout(" destroyed.");
-                       DESTROY(&game.state.plnets[iplnet]);
-                       iplnet = plnetx = plnety = 0;
-                       if (landed == 1) {
+                       crmena(true, IHP, sector, scratch);
+                       prout(_(" destroyed."));
+                       DESTROY(&game.state.plnets[game.iplnet]);
+                       game.iplnet = 0;
+                       invalidate(game.plnet);
+                       if (game.landed) {
                            finish(FPNOVA);
                            return;
                        }
-                       game.quad[ii][jj] = IHDOT;
+                       game.quad[scratch.x][scratch.y] = IHDOT;
                        break;
                    case IHB: /* Destroy base */
-                       game.state.galaxy[quadx][quady].starbase = FALSE;
+                       game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
                        for_starbases(i)
-                           if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady
+                           if (same(game.state.baseq[i], game.quadrant)
                                break;
-                       game.state.baseqx[i] = game.state.baseqx[game.state.rembase];
-                       game.state.baseqy[i] = game.state.baseqy[game.state.rembase];
+                       game.state.baseq[i] = game.state.baseq[game.state.rembase];
                        game.state.rembase--;
-                       basex = basey = 0;
+                       invalidate(game.base);
                        game.state.basekl++;
                        newcnd();
-                       crmena(1, IHB, 2, ii, jj);
-                       prout(" destroyed.");
-                       game.quad[ii][jj] = IHDOT;
+                       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 (shldup) {
-                           if (shield >= 2000.0) shield -= 2000.0;
+                       prout(_("***Starship buffeted by nova."));
+                       if (game.shldup) {
+                           if (game.shield >= 2000.0)
+                               game.shield -= 2000.0;
                            else {
-                               double diff = 2000.0 - shield;
-                               energy -= diff;
-                               shield = 0.0;
-                               shldup = 0;
-                               prout("***Shields knocked out.");
-                               game.damage[DSHIELD] += 0.005*damfac*Rand()*diff;
+                               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 energy -= 2000.0;
-                       if (energy <= 0) {
+                       else
+                           game.energy -= 2000.0;
+                       if (game.energy <= 0) {
                            finish(FNOVA);
                            return;
                        }
                        /* add in course nova contributes to kicking starship*/
-                       icx += sectx-hits[mm][1];
-                       icy += secty-hits[mm][2];
+                       icx += game.sector.x-hits[mm][1];
+                       icy += game.sector.y-hits[mm][2];
                        kount++;
                        break;
                    case IHK: /* kill klingon */
-                       deadkl(ii,jj,iquad, ii, jj);
+                       deadkl(scratch,iquad, scratch);
                        break;
                    case IHC: /* Damage/destroy big enemies */
                    case IHS:
                    case IHR:
                        for_local_enemies(ll)
-                           if (game.kx[ll]==ii && game.ky[ll]==jj) break;
+                           if (same(game.ks[ll], scratch))
+                               break;
                        game.kpower[ll] -= 800.0; /* If firepower is lost, die */
                        if (game.kpower[ll] <= 0.0) {
-                           deadkl(ii, jj, iquad, ii, jj);
+                           deadkl(scratch, iquad, scratch);
                            break;
                        }
-                       newcx = ii + ii - hits[mm][1];
-                       newcy = jj + jj - hits[mm][2];
-                       crmena(1, iquad, 2, ii, jj);
-                       proutn(" damaged");
-                       if (!VALID_SECTOR(newcx, newcy)) {
+                       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[newcx][newcy];
+                       iquad1 = game.quad[newc.x][newc.y];
                        if (iquad1 == IHBLANK) {
-                           proutn(", blasted into ");
-                           crmena(0, IHBLANK, 2, newcx, newcy);
+                           proutn(_(", blasted into "));
+                           crmena(false, IHBLANK, sector, newc);
                            skip(1);
-                           deadkl(ii, jj, iquad, newcx, newcy);
+                           deadkl(scratch, iquad, newc);
                            break;
                        }
                        if (iquad1 != IHDOT) {
@@ -552,14 +786,12 @@ void nova(int ix, int iy)
                            skip(1);
                            break;
                        }
-                       proutn(", buffeted to ");
-                       proutn(cramlc(sector, newcx, newcy));
-                       game.quad[ii][jj] = IHDOT;
-                       game.quad[newcx][newcy] = iquad;
-                       game.kx[ll] = newcx;
-                       game.ky[ll] = newcy;
-                       game.kavgd[ll] = sqrt(square(sectx-newcx)+square(secty-newcy));
-                       game.kdist[ll] = game.kavgd[ll];
+                       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;
                    }
@@ -573,183 +805,168 @@ void nova(int ix, int iy)
        return;
 
     /* Starship affected by nova -- kick it away. */
-    dist = kount*0.1;
-    if (icx) icx = (icx < 0 ? -1 : 1);
-    if (icy) icy = (icy < 0 ? -1 : 1);
-    direc = course[3*(icx+1)+icy+2];
-    if (direc == 0.0) dist = 0.0;
-    if (dist == 0.0) return;
-    Time = 10.0*dist/16.0;
+    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.");
-    iattak=2;  /* Eliminates recursion problem */
-    imove();
-    Time = 10.0*dist/16.0;
+    prout(_("Force of nova displaces starship."));
+    imove(true);
+    game.optime = 10.0*game.dist/16.0;
     return;
 }
        
        
-void snova(int insx, int insy) 
+void snova(bool induced, coord *w) 
+/* star goes supernova */
 {
-    int comdead, nqx=0, nqy=0, nsx, nsy, num=0, kldead, iscdead;
-    int nrmdead, npdead;
-    int incipient=0;
-
-    nsx = insy;
-    nsy = insy;
-
-    if (insy== 0) {
-       if (insx == 1) {
-           /* NOVAMAX being used */
-           nqx = probecx;
-           nqy = probecy;
-       }
-       else {
-           int stars = 0;
-           /* Scheduled supernova -- select star */
-           /* logic changed here so that we won't favor quadrants in top
-              left of universe */
-           for_quadrants(nqx) {
-               for_quadrants(nqy) {
-                   stars += game.state.galaxy[nqx][nqy].stars;
-               }
+    int num = 0, nrmdead, npdead, kldead;
+    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_quadrants(nq.x) {
+           for_quadrants(nq.y) {
+               stars += game.state.galaxy[nq.x][nq.y].stars;
            }
-           if (stars == 0) return; /* nothing to supernova exists */
-           num = Rand()*stars + 1;
-           for_quadrants(nqx) {
-               for_quadrants(nqy) {
-                   num -= game.state.galaxy[nqx][nqy].stars;
-                   if (num <= 0) break;
-               }
-               if (num <=0) break;
-           }
-#ifdef DEBUG
-           if (idebug) {
-               proutn("Super nova here?");
-               if (ja()==1) {
-                   nqx = quadx;
-                   nqy = quady;
-               }
+       }
+       if (stars == 0) return; /* nothing to supernova exists */
+       num = Rand()*stars + 1;
+       for_quadrants(nq.x) {
+           for_quadrants(nq.y) {
+               num -= game.state.galaxy[nq.x][nq.y].stars;
+               if (num <= 0)
+                   break;
            }
-#endif
+           if (num <=0)
+               break;
        }
+       if (idebug) {
+           proutn("=== Super nova here?");
+           if (ja() == true)
+               nq = game.quadrant;
+       }
+    }
 
-       if (nqx != quady || nqy != quady || justin != 0) {
-           /* it isn't here, or we just entered (treat as inroute) */
-           if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {
-               skip(1);
-               prout("Message from Starfleet Command       Stardate %.2f", game.state.date);
-               prout("     Supernova in %s; caution advised.",
-                     cramlc(quadrant, nqx, nqy));
-           }
+    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 {
-           /* we are in the quadrant! */
-           incipient = 1;
-           num = Rand()* game.state.galaxy[nqx][nqy].stars + 1;
-           for_sectors(nsx) {
-               for_sectors(nsy) {
-                   if (game.quad[nsx][nsy]==IHSTAR) {
-                       num--;
-                       if (num==0) break;
-                   }
+    }
+    else {
+       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) {
+               if (game.quad[ns.x][ns.y]==IHSTAR) {
+                   num--;
+                   if (num==0)
+                       break;
                }
-               if (num==0) break;
            }
+           if (num==0)
+               break;
        }
-    }
-    else {
-       incipient = 1;
-    }
 
-    if (incipient) {
        skip(1);
-       prouts("***RED ALERT!  RED ALERT!");
+       prouts(_("***RED ALERT!  RED ALERT!"));
        skip(1);
-       prout("***Incipient supernova detected at ", cramlc(sector, nsx, nsy));
-       nqx = quadx;
-       nqy = quady;
-       if (square(nsx-sectx) + square(nsy-secty) <= 2.1) {
-           proutn("Emergency override attempts t");
+       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();
-           alldone=1;
+           game.alldone = true;
        }
     }
+
     /* destroy any Klingons in supernovaed quadrant */
-    kldead = game.state.galaxy[nqx][nqy].klingons;
-    game.state.galaxy[nqx][nqy].klingons = 0;
-    comdead = iscdead = 0;
-    if (nqx==game.state.isx && nqy == game.state.isy) {
+    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.isx = game.state.isy = isatb = iscate = 0;
-       iscdead = 1;
-       game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
+       game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb =  0;
+       game.iscate = false;
+       unschedule(FSCMOVE);
+       unschedule(FSCDBAS);
     }
     if (game.state.remcom) {
        int maxloop = game.state.remcom, l;
        for (l = 1; l <= maxloop; l++) {
-           if (game.state.cx[l] == nqx && game.state.cy[l] == nqy) {
-               game.state.cx[l] = game.state.cx[game.state.remcom];
-               game.state.cy[l] = game.state.cy[game.state.remcom];
-               game.state.cx[game.state.remcom] = game.state.cy[game.state.remcom] = 0;
+           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--;
-               comdead++;
-               if (game.state.remcom==0) game.future[FTBEAM] = FOREVER;
+               if (game.state.remcom==0)
+                   unschedule(FTBEAM);
                break;
            }
        }
     }
     game.state.remkl -= kldead;
     /* destroy Romulans and planets in supernovaed quadrant */
-    nrmdead = game.state.galaxy[nqx][nqy].romulans;
-    game.state.galaxy[nqx][nqy].romulans = 0;
+    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 l;
-       for (l = 0; l < inplan; l++)
-           if (game.state.plnets[l].x == nqx && game.state.plnets[l].y == nqy) {
-               DESTROY(&game.state.plnets[l]);
+       int loop;
+       for (loop = 0; loop < game.inplan; loop++)
+           if (same(game.state.plnets[loop].w, nq)) {
+               DESTROY(&game.state.plnets[loop]);
            }
     }
     /* Destroy any base in supernovaed quadrant */
     if (game.state.rembase) {
-       int maxloop = game.state.rembase, l;
-       for (l = 1; l <= maxloop; l++)
-           if (game.state.baseqx[l]==nqx && game.state.baseqy[l]==nqy) {
-               game.state.baseqx[l] = game.state.baseqx[game.state.rembase];
-               game.state.baseqy[l] = game.state.baseqy[game.state.rembase];
-               game.state.baseqx[game.state.rembase] = game.state.baseqy[game.state.rembase] = 0;
+       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 (insx) {
-       game.state.starkl += game.state.galaxy[nqx][nqy].stars;
-       game.state.basekl += game.state.galaxy[nqx][nqy].starbase;
+    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 ((quadx == nqx && quady == nqy) ||
-       game.damage[DRADIO] == 0 ||
-       condit == IHDOCKED)
-       game.state.galaxy[nqx][nqy].supernova = TRUE;
-    /* If supernova destroys last klingons give special message */
-    if (KLINGREM==0 && (nqx != quadx || nqy != quady)) {
+    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)) {
        skip(2);
-       if (insx == 0) prout("Lucky you!");
-       proutn("A supernova in %s has just destroyed the last Klingons.",
-              cramlc(quadrant, nqx, nqy));
+       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 (alldone) finish(FSNOVAED);
+    if (game.alldone)
+       finish(FSNOVAED);
     return;
 }
-               
-