void events(void)
{
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;
+ double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0;
int radio_was_broken;
#ifdef DEBUG
- if (idebug) prout("EVENTS");
+ if (game.idebug) prout("EVENTS");
#endif
radio_was_broken = (game.damage[DRADIO] != 0.0);
for (;;) {
/* Select earliest extraneous event, line==0 if no events */
line = FSPY;
- if (alldone) return;
+ if (game.alldone) return;
datemin = fintim;
for (l = 1; l < NEVENTS; l++)
if (game.future[l] < datemin) {
return;
}
/* Is life support adequate? */
- if (game.damage[DLIFSUP] && condit != IHDOCKED) {
- if (lsupres < xtime && game.damage[DLIFSUP] > lsupres) {
+ if (game.damage[DLIFSUP] && game.condit != IHDOCKED) {
+ 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.condit == IHDOCKED) 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.");
+ prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"));
+ prout(_(" surveillance reports are coming in."));
skip(1);
- if (iseenit==0) {
+ if (game.iseenit==0) {
attakreport(0);
- iseenit = 1;
+ game.iseenit = 1;
}
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;
+ game.optime -= xtime;
switch (line) {
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;
+ game.future[FSNOVA] = game.state.date + expran(0.5*game.intime);
+ if (game.state.galaxy[game.quadx][game.quady].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.condit==IHDOCKED || game.isatb==1 || game.iscate==1) return;
+ if (game.ientesc ||
+ (game.energy < 2000 && game.torps < 4 && game.shield < 1250) ||
+ (game.damage[DPHASER]>0 && (game.damage[DPHOTON]>0 || game.torps < 4)) ||
(game.damage[DSHIELD] > 0 &&
- (energy < 2500 || game.damage[DPHASER] > 0) &&
- (torps < 5 || game.damage[DPHOTON] > 0))) {
+ (game.energy < 2500 || game.damage[DPHASER] > 0) &&
+ (game.torps < 5 || game.damage[DPHOTON] > 0))) {
/* Tractor-beam her! */
istract=1;
- yank = square(game.state.isx-quadx) + square(game.state.isy-quady);
+ yank = square(game.state.isx-game.quadx) + square(game.state.isy-game.quady);
/********* fall through to FTBEAM code ***********/
}
else return;
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.cx[i]-game.quadx) + square(game.state.cy[i]-game.quady);
+ if (istract || game.condit == IHDOCKED || yank == 0) {
/* Drats! Have to reschedule */
- game.future[FTBEAM] = game.state.date + Time +
- expran(1.5*intime/game.state.remcom);
+ game.future[FTBEAM] = game.state.date + game.optime +
+ expran(1.5*game.intime/game.state.remcom);
break;
}
}
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) */
+ game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
ictbeam = 1;
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? */
+ if (game.alldone) return;
+ if (game.icraft == 1) { /* Caught in Galileo? */
finish(FSTRACTOR);
return;
}
/* Check to see if shuttle is aboard */
- if (iscraft==0) {
+ if (game.iscraft==0) {
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 = -1;
}
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;
+ game.quadx = game.state.isx;
+ game.quady = game.state.isy;
}
else {
- quadx = game.state.cx[i];
- quady = game.state.cy[i];
+ game.quadx = game.state.cx[i];
+ game.quady = game.state.cy[i];
}
- iran(QUADSIZE, §x, §y);
+ iran(QUADSIZE, &game.sectx, &game.secty);
crmshp();
- proutn(" is pulled to ");
- proutn(cramlc(quadrant, quadx, quady));
+ proutn(_(" is pulled to "));
+ proutn(cramlc(quadrant, game.quadx, game.quady));
proutn(", ");
- prout(cramlc(sector, sectx, secty));
- if (resting) {
- prout("(Remainder of rest/repair period cancelled.)");
- resting = 0;
+ prout(cramlc(sector, game.sectx, game.secty));
+ if (game.resting) {
+ prout(_("(Remainder of rest/repair period cancelled.)"));
+ game.resting = 0;
}
- if (shldup==0) {
- if (game.damage[DSHIELD]==0 && shield > 0) {
+ if (game.shldup==0) {
+ if (game.damage[DSHIELD]==0 && game.shield > 0) {
doshield(2); /* Shldsup */
- shldchg=0;
+ game.shldchg=0;
}
- else prout("(Shields not currently useable.)");
+ else prout(_("(Shields not currently useable.)"));
}
newqad(0);
/* Adjust finish time to time of tractor beaming */
- fintim = game.state.date+Time;
+ fintim = game.state.date+game.optime;
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);
+ else game.future[FTBEAM] = game.state.date+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.future[FSNAP] = game.state.date + expran(0.5 * game.intime);
break;
case FBATTAK: /* Commander attacks starbase */
if (game.state.remcom==0 || game.state.rembase==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.quadx || game.state.baseqy[j]!=game.quady) &&
(game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) {
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[FBATTAK] = game.state.date + expran(0.3*game.intime);
game.future[FCDBAS] = FOREVER;
break;
}
/* commander + starbase combination found -- launch attack */
- batx = game.state.baseqx[j];
- baty = game.state.baseqy[j];
+ game.batx = game.state.baseqx[j];
+ game.baty = game.state.baseqy[j];
game.future[FCDBAS] = game.state.date+1.0+3.0*Rand();
- if (isatb) /* extra time if SC already attacking */
+ if (game.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;
+ game.future[FBATTAK] = game.future[FCDBAS] +expran(0.3*game.intime);
+ game.iseenit = 0;
if (game.damage[DRADIO] != 0.0 &&
- condit != IHDOCKED) break; /* No warning :-( */
- iseenit = 1;
+ game.condit != IHDOCKED) break; /* No warning :-( */
+ game.iseenit = 1;
if (ipage==0) pause_game(1);
ipage = 1;
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",
+ proutn(_("Lt. Uhura- \"Captain, the starbase in "));
+ prout(cramlc(quadrant, game.batx, game.baty));
+ prout(_(" reports that it is under attack and that it can"));
+ proutn(_(" hold out only until stardate %d"),
(int)game.future[FCDBAS]);
prout(".\"");
- if (resting) {
+ if (game.resting) {
skip(1);
- proutn("Mr. Spock- \"Captain, shall we cancel the rest period?\" ");
+ proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""));
if (ja()) {
- resting = 0;
- Time = 0.0;
+ game.resting = 0;
+ game.optime = 0.0;
return;
}
}
break;
case FSCDBAS: /* Supercommander destroys base */
game.future[FSCDBAS] = FOREVER;
- isatb = 2;
+ game.isatb = 2;
if (!game.state.galaxy[game.state.isx][game.state.isy].starbase)
break; /* WAS RETURN! */
- ixhold = batx;
- iyhold = baty;
- batx = game.state.isx;
- baty = game.state.isy;
+ ixhold = game.batx;
+ iyhold = game.baty;
+ game.batx = game.state.isx;
+ game.baty = game.state.isy;
case FCDBAS: /* Commander succeeds in destroying base */
if (line==FCDBAS) {
game.future[FCDBAS] = FOREVER;
/* find the lucky pair */
for_commanders(i)
- if (game.state.cx[i]==batx && game.state.cy[i]==baty)
+ if (game.state.cx[i]==game.batx && game.state.cy[i]==game.baty)
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
- !game.state.galaxy[batx][baty].starbase) {
+ !game.state.galaxy[game.batx][game.baty].starbase) {
/* No action to take after all */
- batx = baty = 0;
+ game.batx = game.baty = 0;
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 (game.batx==game.quadx && game.baty==game.quady) {
+ game.state.chart[game.batx][game.baty].starbase = FALSE;
+ game.quad[game.basex][game.basey]= IHDOT;
+ game.basex=game.basey=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)) {
+ (game.damage[DRADIO] <= 0.0 || game.condit == IHDOCKED)) {
/* Get word via subspace radio */
if (ipage==0) pause_game(1);
ipage = 1;
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.batx, game.baty));
+ prout(_(" has been destroyed by"));
+ if (game.isatb==2) prout(_("the Klingon Super-Commander"));
+ else prout(_("a Klingon Commander"));
+ game.state.chart[game.batx][game.baty].starbase = FALSE;
}
/* Remove Starbase from galaxy */
- game.state.galaxy[batx][baty].starbase = FALSE;
+ game.state.galaxy[game.batx][game.baty].starbase = FALSE;
for_starbases(i)
- if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) {
+ if (game.state.baseqx[i]==game.batx && game.state.baseqy[i]==game.baty) {
game.state.baseqx[i]=game.state.baseqx[game.state.rembase];
game.state.baseqy[i]=game.state.baseqy[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;
+ game.batx = ixhold;
+ game.baty = iyhold;
+ game.isatb = 0;
}
else {
- batx = baty = 0;
+ game.batx = game.baty = 0;
}
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);
+ if (game.ientesc+istract==0 &&
+ game.isatb!=1 &&
+ (game.iscate!=1 || game.justin==1)) 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;
+ game.probex += game.probeinx;
+ game.probey += game.probeiny;
+ i = (int)(game.probex/QUADSIZE +0.05);
+ j = (int)(game.probey/QUADSIZE + 0.05);
+ if (game.probecx != i || game.probecy != j) {
+ game.probecx = i;
+ game.probecy = j;
if (!VALID_QUADRANT(i, j) ||
- game.state.galaxy[probecx][probecy].supernova) {
+ game.state.galaxy[game.probecx][game.probecy].supernova) {
// Left galaxy or ran into supernova
- if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {
+ if (game.damage[DRADIO]==0.0 || game.condit == IHDOCKED) {
if (ipage==0) pause_game(1);
ipage = 1;
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;
break;
}
- if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {
+ if (game.damage[DRADIO]==0.0 || game.condit == IHDOCKED) {
if (ipage==0) pause_game(1);
ipage = 1;
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.probecx, game.probecy));
prout(".\"");
}
}
/* 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 (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) {
+ game.state.chart[game.probecx][game.probecy].klingons = game.state.galaxy[game.probecx][game.probecy].klingons;
+ game.state.chart[game.probecx][game.probecy].starbase = game.state.galaxy[game.probecx][game.probecy].starbase;
+ game.state.chart[game.probecx][game.probecy].stars = game.state.galaxy[game.probecx][game.probecy].stars;
+ game.state.galaxy[game.probecx][game.probecy].charted = TRUE;
+ }
+ game.proben--; // One less to travel
+ if (game.proben == 0 && game.isarmed &&
+ game.state.galaxy[game.probecx][game.probecy].stars) {
/* lets blow the sucker! */
snova(1,0);
game.future[FDSPROB] = FOREVER;
- if (game.state.galaxy[quadx][quady].supernova)
+ if (game.state.galaxy[game.quadx][game.quady].supernova)
return;
}
break;
+#ifdef EXPERIMENTAL
+ case FDISTR: /* inhabited system issues distress call */
+ /* in BSD Trek this is a straight 1 stardate ahead */
+ game.future[FDISTR] = game.state.date + 1.0 + Rand();
+ /* if we already have too many, throw this one away */
+ if (game.ndistr >= MAXDISTR)
+ break;
+ /* try a whole bunch of times to find something suitable */
+ for (i = 0; i < 100; i++) {
+ struct quadrant *q;
+ iran(GALSIZE, &ix, &iy);
+ q = &game.state.galaxy[game.quadx][game.quady];
+ /* 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 */
+ if (!((ix == game.quadx && iy == game.quady) || q->stars<=0 ||
+ (q->qsystemname & Q_DISTRESSED) ||
+ (q->qsystemname & Q_SYSTEM) == 0 || q->klings <= 0))
+ break;
+ }
+ if (i >= 100)
+ /* can't seem to find one; ignore this call */
+ break;
+
+ /* got one!! Schedule its enslavement */
+ game.ndistr++;
+ e = xsched(E_ENSLV, 1, ix, iy, q->qsystemname);
+ q->qsystemname = (e - Event) | Q_DISTRESSED;
+
+ /* tell the captain about it if we can */
+ if (game.damage[DRADIO] == 0.0)
+ {
+ printf("\nUhura: Captain, starsystem %s in quadrant %d,%d is under attack\n",
+ Systemname[e->systemname], ix, iy);
+ restcancel++;
+ }
+ else
+ /* if we can't tell him, make it invisible */
+ e->evcode |= E_HIDDEN;
+ break;
+ case FENSLV: /* starsystem is enslaved */
+ unschedule(e);
+ /* see if current distress call still active */
+ q = &Quad[e->x][e->y];
+ if (q->klings <= 0)
+ {
+ /* no Klingons, clean up */
+ /* restore the system name */
+ q->qsystemname = e->systemname;
+ break;
+ }
+
+ /* play stork and schedule the first baby */
+ e = schedule(E_REPRO, Param.eventdly[E_REPRO] * franf(), e->x, e->y, e->systemname);
+
+ /* report the disaster if we can */
+ if (game.damage[DRADIO] == 0.0)
+ {
+ printf("\nUhura: We've lost contact with starsystem %s\n",
+ Systemname[e->systemname]);
+ printf(" in quadrant %d,%d.\n", e->x, e->y);
+ }
+ else
+ e->evcode |= E_HIDDEN;
+ break;
+ case FREPRO: /* Klingon reproduces */
+ /* see if distress call is still active */
+ q = &Quad[e->x][e->y];
+ if (q->klings <= 0)
+ {
+ unschedule(e);
+ q->qsystemname = e->systemname;
+ break;
+ }
+ xresched(e, E_REPRO, 1);
+ /* reproduce one Klingon */
+ ix = e->x;
+ iy = e->y;
+ if (Now.klings == 127)
+ break; /* full right now */
+ if (q->klings >= MAXKLQUAD)
+ {
+ /* this quadrant not ok, pick an adjacent one */
+ for (i = ix - 1; i <= ix + 1; i++)
+ {
+ if (!VALID_QUADRANT(i))
+ continue;
+ for (j = iy - 1; j <= iy + 1; j++)
+ {
+ if (!VALID_QUADRANT(j))
+ continue;
+ q = &Quad[i][j];
+ /* check for this quad ok (not full & no snova) */
+ if (q->klings >= MAXKLQUAD || q->stars < 0)
+ continue;
+ break;
+ }
+ if (j <= iy + 1)
+ break;
+ }
+ if (j > iy + 1)
+ /* cannot create another yet */
+ break;
+ ix = i;
+ iy = j;
+ }
+ /* deliver the child */
+ game.remkl++;
+ if (ix == game.quadx && iy == game.quady)
+ newkling(++game.klhere, &ixhold, &iyhold);
+
+ /* recompute time left */
+ game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom);
+ break;
+#endif /* EXPERIMENTAL */
}
}
}
int key;
double temp, delay, origTime;
- ididit = 0;
+ game.ididit = 0;
for (;;) {
key = scan();
if (key != IHEOL) break;
- proutn("How long? ");
+ proutn(_("How long? "));
}
chew();
if (key != IHREAL) {
}
origTime = delay = aaitem;
if (delay <= 0.0) return;
- if (delay >= game.state.remtime || nenhere != 0) {
- proutn("Are you sure? ");
+ if (delay >= game.state.remtime || game.nenhere != 0) {
+ proutn(_("Are you sure? "));
if (ja() == 0) return;
}
/* Alternate resting periods (events) with attacks */
- resting = 1;
+ game.resting = 1;
do {
- if (delay <= 0) resting = 0;
- if (resting == 0) {
- prout("%d stardates left.", (int)game.state.remtime);
+ if (delay <= 0) game.resting = 0;
+ if (game.resting == 0) {
+ 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;
+ game.optime = temp;
}
- if (Time < delay) attack(0);
- if (alldone) return;
+ if (game.optime < delay) attack(0);
+ if (game.alldone) return;
events();
- ididit = 1;
- if (alldone) return;
+ game.ididit = 1;
+ 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.condit == IHDOCKED)
game.damage[DDRAY] = 0.0;
} while
// leave if quadrant supernovas
- (!game.state.galaxy[quadx][quady].supernova);
+ (!game.state.galaxy[game.quadx][game.quady].supernova);
- resting = 0;
- Time = 0;
+ game.resting = 0;
+ game.optime = 0;
}
void nova(int ix, int iy)
/* handle initial nova */
game.quad[ix][iy] = IHDOT;
crmena(1, IHSTAR, 2, ix, iy);
- prout(" novas.");
- game.state.galaxy[quadx][quady].stars--;
+ prout(_(" novas."));
+ game.state.galaxy[game.quadx][game.quady].stars--;
game.state.starkl++;
/* Set up stack to recursively trigger adjacent stars */
top2++;
hits[top2][1]=ii;
hits[top2][2]=jj;
- game.state.galaxy[quadx][quady].stars -= 1;
+ game.state.galaxy[game.quadx][game.quady].stars -= 1;
game.state.starkl++;
crmena(1, IHSTAR, 2, ii, jj);
- prout(" novas.");
+ prout(_(" novas."));
game.quad[ii][jj] = IHDOT;
break;
case IHP: /* Destroy planet */
- game.state.galaxy[quadx][quady].planets -= 1;
+ game.state.galaxy[game.quadx][game.quady].planet = NULL;
game.state.nplankl++;
crmena(1, IHP, 2, ii, jj);
- prout(" destroyed.");
- DESTROY(&game.state.plnets[iplnet]);
- iplnet = plnetx = plnety = 0;
- if (landed == 1) {
+ prout(_(" destroyed."));
+ DESTROY(&game.state.plnets[game.iplnet]);
+ game.iplnet = game.plnetx = game.plnety = 0;
+ if (game.landed == 1) {
finish(FPNOVA);
return;
}
game.quad[ii][jj] = IHDOT;
break;
case IHB: /* Destroy base */
- game.state.galaxy[quadx][quady].starbase = FALSE;
+ game.state.galaxy[game.quadx][game.quady].starbase = FALSE;
for_starbases(i)
- if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady)
+ if (game.state.baseqx[i]==game.quadx && game.state.baseqy[i]==game.quady)
break;
game.state.baseqx[i] = game.state.baseqx[game.state.rembase];
game.state.baseqy[i] = game.state.baseqy[game.state.rembase];
game.state.rembase--;
- basex = basey = 0;
+ game.basex = game.basey = 0;
game.state.basekl++;
newcnd();
crmena(1, IHB, 2, ii, jj);
- prout(" destroyed.");
+ prout(_(" destroyed."));
game.quad[ii][jj] = 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 = 0;
+ 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.sectx-hits[mm][1];
+ icy += game.secty-hits[mm][2];
kount++;
break;
case IHK: /* kill klingon */
newcx = ii + ii - hits[mm][1];
newcy = jj + jj - hits[mm][2];
crmena(1, iquad, 2, ii, jj);
- proutn(" damaged");
+ proutn(_(" damaged"));
if (!VALID_SECTOR(newcx, newcy)) {
/* can't leave quadrant */
skip(1);
}
iquad1 = game.quad[newcx][newcy];
if (iquad1 == IHBLANK) {
- proutn(", blasted into ");
+ proutn(_(", blasted into "));
crmena(0, IHBLANK, 2, newcx, newcy);
skip(1);
deadkl(ii, jj, iquad, newcx, newcy);
skip(1);
break;
}
- proutn(", buffeted to ");
+ 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.kavgd[ll] = sqrt(square(game.sectx-newcx)+square(game.secty-newcy));
game.kdist[ll] = game.kavgd[ll];
skip(1);
break;
return;
/* Starship affected by nova -- kick it away. */
- dist = kount*0.1;
+ game.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.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 */
+ prout(_("Force of nova displaces starship."));
+ game.iattak=2; /* Eliminates recursion problem */
imove();
- Time = 10.0*dist/16.0;
+ game.optime = 10.0*game.dist/16.0;
return;
}
if (insy== 0) {
if (insx == 1) {
/* NOVAMAX being used */
- nqx = probecx;
- nqy = probecy;
+ nqx = game.probecx;
+ nqy = game.probecy;
}
else {
int stars = 0;
if (num <=0) break;
}
#ifdef DEBUG
- if (idebug) {
+ if (game.idebug) {
proutn("Super nova here?");
if (ja()==1) {
- nqx = quadx;
- nqy = quady;
+ nqx = game.quadx;
+ nqy = game.quady;
}
}
#endif
}
- if (nqx != quady || nqy != quady || justin != 0) {
+ if (nqx != game.quady || nqy != game.quady || game.justin != 0) {
/* it isn't here, or we just entered (treat as inroute) */
- if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {
+ if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) {
skip(1);
- prout("Message from Starfleet Command Stardate %.2f", game.state.date);
- prout(" Supernova in %s; caution advised.",
+ prout(_("Message from Starfleet Command Stardate %.2f"), game.state.date);
+ prout(_(" Supernova in %s; caution advised."),
cramlc(quadrant, nqx, nqy));
}
}
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 "), cramlc(sector, nsx, nsy));
+ nqx = game.quadx;
+ nqy = game.quady;
+ if (square(nsx-game.sectx) + square(nsy-game.secty) <= 2.1) {
+ proutn(_("Emergency override attempts t"));
prouts("***************");
skip(1);
stars();
- alldone=1;
+ game.alldone=1;
}
}
/* destroy any Klingons in supernovaed quadrant */
comdead = iscdead = 0;
if (nqx==game.state.isx && nqy == game.state.isy) {
/* did in the Supercommander! */
- game.state.nscrem = game.state.isx = game.state.isy = isatb = iscate = 0;
+ game.state.nscrem = game.state.isx = game.state.isy = game.isatb = game.iscate = 0;
iscdead = 1;
game.future[FSCMOVE] = game.future[FSCDBAS] = FOREVER;
}
npdead = num - nrmdead*10;
if (npdead) {
int l;
- for (l = 0; l < inplan; l++)
+ for (l = 0; l < game.inplan; l++)
if (game.state.plnets[l].x == nqx && game.state.plnets[l].y == nqy) {
DESTROY(&game.state.plnets[l]);
}
game.state.nplankl += npdead;
}
/* mark supernova in galaxy and in star chart */
- if ((quadx == nqx && quady == nqy) ||
+ if ((game.quadx == nqx && game.quady == nqy) ||
game.damage[DRADIO] == 0 ||
- condit == IHDOCKED)
+ game.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 (KLINGREM==0 && (nqx != game.quadx || nqy != game.quady)) {
skip(2);
- if (insx == 0) prout("Lucky you!");
- proutn("A supernova in %s has just destroyed the last Klingons.",
+ if (insx == 0) prout(_("Lucky you!"));
+ proutn(_("A supernova in %s has just destroyed the last Klingons."),
cramlc(quadrant, nqx, nqy));
finish(FWON);
return;
}
/* if some Klingons remain, continue or die in supernova */
- if (alldone) finish(FSNOVAED);
+ if (game.alldone) finish(FSNOVAED);
return;
}