A bit of documentation swiped and edited from the BSD code.
[super-star-trek.git] / src / events.c
index 466867c83e511076aeb7b649a20f4714a1d9048e..f7831a6870e10fccec2ec58e9c29ff44dcd55d71 100644 (file)
@@ -153,7 +153,7 @@ void events(void)
        game.optime -= xtime;
        switch (evcode) {
        case FSNOVA: /* Supernova */
-           if (!ipage) pause_game(1);
+           if (!ipage) pause_game(true);
            ipage=true;
            snova(false, NULL);
            schedule(FSNOVA, expran(0.5*game.intime));
@@ -192,7 +192,7 @@ void events(void)
            }
            /* tractor beaming cases merge here */
            yank = sqrt(yank);
-           if (!ipage) pause_game(1);
+           if (!ipage) pause_game(true);
            ipage=true;
            game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */
            ictbeam = 1;
@@ -224,7 +224,7 @@ void events(void)
                game.quadrant = game.state.kscmdr;
            else
                game.quadrant = game.state.kcmdr[i];
-           game.sector = iran(QUADSIZE);
+           game.sector = randplace(QUADSIZE);
            crmshp();
            proutn(_(" is pulled to "));
            proutn(cramlc(quadrant, game.quadrant));
@@ -236,7 +236,7 @@ void events(void)
            }
            if (!game.shldup) {
                if (!damaged(DSHIELD) && game.shield > 0) {
-                   doshield(2); /* Shldsup */
+                   doshield(true); /* raise shields */
                    game.shldchg=0;
                }
                else prout(_("(Shields not currently useable.)"));
@@ -287,7 +287,7 @@ void events(void)
            if (!damaged(DRADIO) && game.condition != docked) 
                break; /* No warning :-( */
            game.iseenit = true;
-           if (!ipage) pause_game(1);
+           if (!ipage) pause_game(true);
            ipage = true;
            skip(1);
            proutn(_("Lt. Uhura-  \"Captain, the starbase in "));
@@ -335,7 +335,7 @@ void events(void)
            else if (game.state.rembase != 1 &&
                     (!damaged(DRADIO) || game.condition == docked)) {
                /* Get word via subspace radio */
-               if (!ipage) pause_game(1);
+               if (!ipage) pause_game(true);
                ipage = true;
                skip(1);
                prout(_("Lt. Uhura-  \"Captain, Starfleet Command reports that"));
@@ -381,7 +381,7 @@ 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==0) pause_game(1);
+                       if (ipage==0) pause_game(true);
                        ipage = 1;
                        skip(1);
                        proutn(_("Lt. Uhura-  \"The deep space probe "));
@@ -395,7 +395,7 @@ void events(void)
                    break;
                }
                if (!damaged(DRADIO) || game.condition == docked) {
-                   if (ipage==0) pause_game(1);
+                   if (ipage==0) pause_game(true);
                    ipage = 1;
                    skip(1);
                    proutn(_("Lt. Uhura-  \"The deep space probe is now in "));
@@ -432,7 +432,7 @@ void events(void)
                   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 = iran(GALSIZE);
+               w = randplace(GALSIZE);
                q = &game.state.galaxy[w.x][w.y];
            } while (--i &&
                     (same(game.quadrant, w) || q->planet == NOPLANET ||
@@ -602,6 +602,14 @@ void wait(void)
     game.optime = 0;
 }
 
+/*
+ *     A nova occurs.  It is the result of having a star hit with a
+ *     photon torpedo, or possibly of a probe warhead going off.
+ *     Stars that go nova cause stars which surround them to undergo
+ *     the same probabilistic process.  Klingons next to them are
+ *     destroyed.  And if the starship is next to it, it gets zapped.
+ *     If the zap is too much, it gets destroyed.
+ */
 void nova(coord nov) 
 /* star goes nova */
 {