Hack boxed xcomments so they're easier for a mechanical translator to recognize.
[super-star-trek.git] / src / events.c
index 13ceea0e59b8015c636d23f2fac7c553bcf5cea9..7e5c411d511013cff951cdebd9ab2d4fc50139ef 100644 (file)
@@ -147,7 +147,7 @@ void events(void)
            prout(_("   surveillance reports are coming in."));
            skip(1);
            if (!game.iseenit) {
-               attakreport(false);
+               attackreport(false);
                game.iseenit = true;
            }
            rechart();
@@ -159,7 +159,7 @@ void events(void)
        switch (evcode) {
        case FSNOVA: /* Supernova */
            pause_game(true);
-           snova(false, NULL);
+           supernova(false, NULL);
            schedule(FSNOVA, expran(0.5*game.intime));
            if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
                return;
@@ -374,7 +374,7 @@ void events(void)
            schedule(FSCMOVE, 0.2777);
            if (!game.ientesc && !istract && game.isatb != 1 &&
                        (!game.iscate || !game.justin)) 
-               scom();
+               supercommander();
            break;
        case FDSPROB: /* Move deep space probe */
            schedule(FDSPROB, 0.01);
@@ -423,7 +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;
@@ -434,10 +434,10 @@ 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 &&
@@ -488,10 +488,8 @@ void events(void)
            }
            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];
@@ -635,7 +633,7 @@ void nova(coord nov)
 
     if (Rand() < 0.05) {
        /* Wow! We've supernova'ed */
-       snova(false, &nov);
+       supernova(false, &nov);
        return;
     }
 
@@ -674,7 +672,7 @@ void nova(coord nov)
                    case IHSTAR: /* Affect another star */
                        if (Rand() < 0.05) {
                            /* This star supernovas */
-                           snova(false, &scratch);
+                           supernova(false, &scratch);
                            return;
                        }
                        top2++;
@@ -814,7 +812,7 @@ 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;