Get rid of DESTROY macro.
[super-star-trek.git] / src / events.c
index b4d465888957c1a71c68c0db4394e7d92b19ad84..b4b61214b14cecd18efcb09c2c836c9b7c9aa153 100644 (file)
@@ -62,11 +62,13 @@ void events(void)
 {
     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++) {
@@ -97,7 +99,8 @@ void events(void)
     for (;;) {
        /* Select earliest extraneous event, evcode==0 if no events */
        evcode = FSPY;
-       if (game.alldone) return;
+       if (game.alldone)
+           return;
        datemin = fintim;
        for (l = 1; l < NEVENTS; l++)
            if (game.future[l].date < datemin) {
@@ -127,11 +130,13 @@ void events(void)
                return;
            }
            game.lsupres -= xtime;
-           if (game.damage[DLIFSUP] <= xtime) game.lsupres = game.inlsr;
+           if (game.damage[DLIFSUP] <= xtime)
+               game.lsupres = game.inlsr;
        }
        /* Fix devices */
        repair = xtime;
-       if (game.condition == docked) repair /= game.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)
@@ -142,7 +147,7 @@ void events(void)
            prout(_("   surveillance reports are coming in."));
            skip(1);
            if (!game.iseenit) {
-               attakreport(false);
+               attackreport(false);
                game.iseenit = true;
            }
            rechart();
@@ -153,11 +158,11 @@ void events(void)
        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;
+           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 ||
@@ -174,7 +179,8 @@ void events(void)
                yank = distance(game.state.kscmdr, game.quadrant);
                /********* fall through to FTBEAM code ***********/
            }
-           else return;
+           else
+               return;
        case FTBEAM: /* Tractor beam */
            if (evcode==FTBEAM) {
                if (game.state.remcom == 0) {
@@ -192,8 +198,7 @@ void events(void)
            }
            /* 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);
@@ -202,7 +207,8 @@ void events(void)
            prout(_(" caught in long range tractor beam--"));
            /* If Kirk & Co. screwing around on planet, handle */
            atover(true); /* atover(true) is Grab */
-           if (game.alldone) return;
+           if (game.alldone)
+               return;
            if (game.icraft) { /* Caught in Galileo? */
                finish(FSTRACTOR);
                return;
@@ -239,14 +245,17 @@ void events(void)
                    doshield(true); /* raise shields */
                    game.shldchg=false;
                }
-               else prout(_("(Shields not currently useable.)"));
+               else
+                   prout(_("(Shields not currently useable.)"));
            }
            newqad(false);
            /* Adjust finish time to time of tractor beaming */
            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));
+           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;
@@ -261,15 +270,16 @@ void events(void)
                break;
            }
            i = 0;
-           for_starbases(j) {
-               for_commanders(k)
+           for (j = 1; j <= game.state.rembase; j++) {
+               for (k = 1; k <= game.state.remcom; k++)
                    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 */
@@ -287,8 +297,7 @@ void events(void)
            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));
@@ -311,13 +320,13 @@ void events(void)
            if (evcode==FCDBAS) {
                unschedule(FCDBAS);
                /* find the lucky pair */
-               for_commanders(i)
+               for (i = 1; i <= game.state.remcom; i++)
                    if (same(game.state.kcmdr[i], game.battle)) 
                        break;
                if (i > game.state.remcom || game.state.rembase == 0 ||
                    !game.state.galaxy[game.battle.x][game.battle.y].starbase) {
                    /* No action to take after all */
-                   game.battle.x = game.battle.y = 0;
+                   invalidate(game.battle);
                    break;
                }
            }
@@ -335,8 +344,7 @@ void events(void)
            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 "));
@@ -344,12 +352,13 @@ void events(void)
                prout(_(" has been destroyed by"));
                if (game.isatb == 2) 
                    prout(_("the Klingon Super-Commander"));
-               else prout(_("a Klingon Commander"));
+               else
+                   prout(_("a Klingon Commander"));
                game.state.chart[game.battle.x][game.battle.y].starbase = false;
            }
            /* Remove Starbase from galaxy */
            game.state.galaxy[game.battle.x][game.battle.y].starbase = false;
-           for_starbases(i)
+           for (i = 1; i <= game.state.rembase; i++)
                if (same(game.state.baseq[i], game.battle))
                    game.state.baseq[i] = game.state.baseq[game.state.rembase];
            game.state.rembase--;
@@ -358,15 +367,14 @@ void events(void)
                game.battle = hold;
                game.isatb = 0;
            }
-           else {
-               game.battle.x = game.battle.y = 0;
-           }
+           else
+               invalidate(game.battle);
            break;
        case FSCMOVE: /* Supercommander moves */
            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);
@@ -381,8 +389,7 @@ void events(void)
                    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))
@@ -395,8 +402,7 @@ void events(void)
                    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));
@@ -417,7 +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;
@@ -428,10 +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 &&
@@ -482,10 +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];
@@ -554,7 +558,8 @@ void wait(void)
     game.ididit = false;
     for (;;) {
        key = scan();
-       if (key  != IHEOL) break;
+       if (key  != IHEOL)
+           break;
        proutn(_("How long? "));
     }
     chew();
@@ -563,17 +568,20 @@ void wait(void)
        return;
     }
     origTime = delay = aaitem;
-    if (delay <= 0.0) return;
+    if (delay <= 0.0)
+       return;
     if (delay >= game.state.remtime || game.nenhere != 0) {
        proutn(_("Are you sure? "));
-       if (ja() == false) return;
+       if (ja() == false)
+           return;
     }
 
     /* Alternate resting periods (events) with attacks */
 
     game.resting = true;
     do {
-       if (delay <= 0) game.resting = false;
+       if (delay <= 0)
+           game.resting = false;
        if (!game.resting) {
            prout(_("%d stardates left."), (int)game.state.remtime);
            return;
@@ -582,14 +590,18 @@ void wait(void)
 
        if (game.nenhere) {
            double rtime = 1.0 + Rand();
-           if (rtime < temp) temp = rtime;
+           if (rtime < temp)
+               temp = rtime;
            game.optime = temp;
        }
-       if (game.optime < delay) attack(false);
-       if (game.alldone) return;
+       if (game.optime < delay)
+           attack(false);
+       if (game.alldone)
+           return;
        events();
        game.ididit = true;
-       if (game.alldone) return;
+       if (game.alldone)
+           return;
        delay -= temp;
        /* Repair Deathray if long rest at starbase */
        if (origTime-delay >= 9.99 && game.condition == docked)
@@ -621,7 +633,7 @@ void nova(coord nov)
 
     if (Rand() < 0.05) {
        /* Wow! We've supernova'ed */
-       snova(false, &nov);
+       supernova(false, &nov);
        return;
     }
 
@@ -642,10 +654,12 @@ void nova(coord nov)
        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;
+                   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;
+                   if (!VALID_SECTOR(scratch.y, scratch.x))
+                       continue;
                    iquad = game.quad[scratch.x][scratch.y];
                    switch (iquad) {
                    // case IHDOT:      /* Empty space ends reaction
@@ -658,7 +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++;
@@ -675,8 +689,9 @@ void nova(coord nov)
                        game.state.nplankl++;
                        crmena(true, IHP, sector, scratch);
                        prout(_(" destroyed."));
-                       DESTROY(&game.state.plnets[game.iplnet]);
-                       game.iplnet = game.plnet.x = game.plnet.y = 0;
+                       game.state.planets[game.iplnet].pclass = destroyed;
+                       game.iplnet = 0;
+                       invalidate(game.plnet);
                        if (game.landed) {
                            finish(FPNOVA);
                            return;
@@ -685,12 +700,12 @@ void nova(coord nov)
                        break;
                    case IHB: /* Destroy base */
                        game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false;
-                       for_starbases(i)
+                       for (i = 1; i <= game.state.rembase; i++)
                            if (same(game.state.baseq[i], game.quadrant)) 
                                break;
                        game.state.baseq[i] = game.state.baseq[game.state.rembase];
                        game.state.rembase--;
-                       game.base.x = game.base.y = 0;
+                       invalidate(game.base);
                        game.state.basekl++;
                        newcnd();
                        crmena(true, IHB, sector, scratch);
@@ -701,7 +716,8 @@ void nova(coord nov)
                    case IHF:
                        prout(_("***Starship buffeted by nova."));
                        if (game.shldup) {
-                           if (game.shield >= 2000.0) game.shield -= 2000.0;
+                           if (game.shield >= 2000.0)
+                               game.shield -= 2000.0;
                            else {
                                double diff = 2000.0 - game.shield;
                                game.energy -= diff;
@@ -711,7 +727,8 @@ void nova(coord nov)
                                game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff;
                            }
                        }
-                       else game.energy -= 2000.0;
+                       else
+                           game.energy -= 2000.0;
                        if (game.energy <= 0) {
                            finish(FNOVA);
                            return;
@@ -727,8 +744,9 @@ void nova(coord nov)
                    case IHC: /* Damage/destroy big enemies */
                    case IHS:
                    case IHR:
-                       for_local_enemies(ll)
-                           if (same(game.ks[ll], scratch)) break;
+                       for (ll = 1; ll <= game.nenhere; ll++)
+                           if (same(game.ks[ll], scratch))
+                               break;
                        game.kpower[ll] -= 800.0; /* If firepower is lost, die */
                        if (game.kpower[ll] <= 0.0) {
                            deadkl(scratch, iquad, scratch);
@@ -776,11 +794,15 @@ void nova(coord nov)
 
     /* Starship affected by nova -- kick it away. */
     game.dist = kount*0.1;
-    if (icx) icx = (icx < 0 ? -1 : 1);
-    if (icy) icy = (icy < 0 ? -1 : 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;
+    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."));
@@ -790,7 +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;
@@ -803,19 +825,20 @@ void snova(bool induced, coord *w)
        /* 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) {
+       for (nq.x = 1; nq.x <= GALSIZE; nq.x++)
+           for (nq.y = 1; nq.y <= GALSIZE; nq.y++)
                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) {
+       for (nq.x = 1; nq.x <= GALSIZE; nq.x++) {
+           for (nq.y = 1; nq.y <= GALSIZE; nq.y++) {
                num -= game.state.galaxy[nq.x][nq.y].stars;
-               if (num <= 0) break;
+               if (num <= 0)
+                   break;
            }
-           if (num <=0) break;
+           if (num <=0)
+               break;
        }
        if (idebug) {
            proutn("=== Super nova here?");
@@ -837,20 +860,22 @@ void snova(bool induced, coord *w)
        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) {
+       for (ns.x = 1; ns.x <= QUADSIZE; ns.x++) {
+           for (ns.y = 1; ns.y <= QUADSIZE; ns.y++) {
                if (game.quad[ns.x][ns.y]==IHSTAR) {
                    num--;
-                   if (num==0) break;
+                   if (num==0)
+                       break;
                }
            }
-           if (num==0) break;
+           if (num==0)
+               break;
        }
 
        skip(1);
        prouts(_("***RED ALERT!  RED ALERT!"));
        skip(1);
-       prout(_("***Incipient supernova detected at "), cramlc(sector, ns));
+       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("***************");
@@ -875,10 +900,11 @@ void snova(bool induced, coord *w)
        for (l = 1; l <= maxloop; l++) {
            if (same(game.state.kcmdr[l], nq)) {
                game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom];
-               game.state.kcmdr[game.state.remcom].x = game.state.kcmdr[game.state.remcom].y = 0;
+               invalidate(game.state.kcmdr[game.state.remcom]);
                game.state.remcom--;
                kldead--;
-               if (game.state.remcom==0) unschedule(FTBEAM);
+               if (game.state.remcom==0)
+                   unschedule(FTBEAM);
                break;
            }
        }
@@ -892,8 +918,8 @@ void snova(bool induced, coord *w)
     if (npdead) {
        int loop;
        for (loop = 0; loop < game.inplan; loop++)
-           if (same(game.state.plnets[loop].w, nq)) {
-               DESTROY(&game.state.plnets[loop]);
+           if (same(game.state.planets[loop].w, nq)) {
+               game.state.planets[loop].pclass = destroyed;
            }
     }
     /* Destroy any base in supernovaed quadrant */
@@ -902,7 +928,7 @@ void snova(bool induced, coord *w)
        for (loop = 1; loop <= maxloop; loop++)
            if (same(game.state.baseq[loop], nq)) {
                game.state.baseq[loop] = game.state.baseq[game.state.rembase];
-               game.state.baseq[game.state.rembase].x = game.state.baseq[game.state.rembase].y = 0;
+               invalidate(game.state.baseq[game.state.rembase]);
                game.state.rembase--;
                break;
            }
@@ -919,13 +945,15 @@ void snova(bool induced, coord *w)
     /* If supernova destroys last Klingons give special message */
     if (KLINGREM==0 && !same(nq, game.quadrant)) {
        skip(2);
-       if (!induced) prout(_("Lucky you!"));
+       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 (game.alldone) finish(FSNOVAED);
+    if (game.alldone)
+       finish(FSNOVAED);
     return;
 }