{
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;
+ pause_reset();
+
if (idebug) {
prout("=== EVENTS from %.2f to %.2f:", game.state.date, fintim);
for (i = 1; i < NEVENTS; i++) {
prout(_(" surveillance reports are coming in."));
skip(1);
if (!game.iseenit) {
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
rechart();
game.optime -= xtime;
switch (evcode) {
case FSNOVA: /* Supernova */
- if (!ipage)
- pause_game(true);
- ipage=true;
- snova(false, NULL);
+ pause_game(true);
+ supernova(false, NULL);
schedule(FSNOVA, expran(0.5*game.intime));
if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova)
return;
}
/* tractor beaming cases merge here */
yank = sqrt(yank);
- if (!ipage)
- pause_game(true);
- ipage=true;
+ pause_game(true);
game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
ictbeam = true;
skip(1);
if (!damaged(DRADIO) && game.condition != docked)
break; /* No warning :-( */
game.iseenit = true;
- if (!ipage)
- pause_game(true);
- ipage = true;
+ pause_game(true);
skip(1);
proutn(_("Lt. Uhura- \"Captain, the starbase in "));
prout(cramlc(quadrant, game.battle));
else if (game.state.rembase != 1 &&
(!damaged(DRADIO) || game.condition == docked)) {
/* Get word via subspace radio */
- if (!ipage)
- pause_game(true);
- ipage = true;
+ pause_game(true);
skip(1);
prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"));
proutn(_(" the starbase in "));
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);
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;
+ pause_game(true);
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe "));
if (!VALID_QUADRANT(j, i))
break;
}
if (!damaged(DRADIO) || game.condition == docked) {
- if (!ipage)
- pause_game(true);
- ipage = true;
+ pause_game(true);
skip(1);
proutn(_("Lt. Uhura- \"The deep space probe is now in "));
proutn(cramlc(quadrant, game.probec));
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;
/* 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 &&
}
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];
if (Rand() < 0.05) {
/* Wow! We've supernova'ed */
- snova(false, &nov);
+ supernova(false, &nov);
return;
}
case IHSTAR: /* Affect another star */
if (Rand() < 0.05) {
/* This star supernovas */
- snova(false, &scratch);
+ supernova(false, &scratch);
return;
}
top2++;
}
-void snova(bool induced, coord *w)
+void supernova(bool induced, coord *w)
/* star goes supernova */
{
int num = 0, nrmdead, npdead, kldead;
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) {