prout(_(" surveillance reports are coming in."));
skip(1);
if (!game.iseenit) {
- attakreport(false);
+ attackreport(false);
game.iseenit = true;
}
rechart();
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;
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);
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) {