X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fevents.c;h=b82aff7caa9b65addeaf47cdb725b20cf5c64722;hp=b6a168796e2c8e6e3fec74801943e1ebb99bc41e;hb=9aef5f5aae5fde0ed2b462945750c7aee59b3c1e;hpb=4c3ff8ac78499d53339de7d67081e99582a9fb75 diff --git a/src/events.c b/src/events.c index b6a1687..b82aff7 100644 --- a/src/events.c +++ b/src/events.c @@ -1,3 +1,11 @@ +/* + * events.c -- event-queue handling + * + * This isn't a real event queue a la BSD Trek yet -- you can only have one + * event of each type active at any given time. Mostly these means we can + * only have one FDISTR/FENSLV/FREPRO sequence going at any given time; + * BSD Trek, from which we swiped the idea, can have up to 5. + */ #include "sst.h" #include @@ -34,11 +42,12 @@ void postpone(int evtype, double offset) } static bool cancelrest(void) +/* rest period is interrupted by event */ { if (game.resting) { skip(1); proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")); - if (ja()) { + if (ja() == true) { game.resting = false; game.optime = 0.0; return true; @@ -49,13 +58,16 @@ static bool cancelrest(void) } void events(void) +/* run through the event queue looking for things to do */ { - int ictbeam=0, ipage=0, istract=0, line, i=0, j, k, l, ixhold=0, iyhold=0; + int evcode, i=0, j, k, l; double fintim = game.state.date + game.optime, datemin, xtime, repair, yank=0; - int radio_was_broken; + bool radio_was_broken, ictbeam = false, istract = false; struct quadrant *pdest, *q; coord w, hold; - event *ev; + event *ev, *ev2; + + pause_reset(); if (idebug) { prout("=== EVENTS from %.2f to %.2f:", game.state.date, fintim); @@ -81,18 +93,20 @@ void events(void) } } - radio_was_broken = (game.damage[DRADIO] != 0.0); + radio_was_broken = damaged(DRADIO); + hold.x = hold.y = 0; for (;;) { - /* Select earliest extraneous event, line==0 if no events */ - line = FSPY; - if (game.alldone) return; + /* Select earliest extraneous event, evcode==0 if no events */ + evcode = FSPY; + if (game.alldone) + return; datemin = fintim; for (l = 1; l < NEVENTS; l++) if (game.future[l].date < datemin) { - line = l; + evcode = l; if (idebug) - prout("== Event %d fires", line); + prout("== Event %d fires", evcode); datemin = game.future[l].date; } xtime = datemin-game.state.date; @@ -104,70 +118,78 @@ void events(void) finish(FDEPLETE); return; } + /* Any crew left alive? */ + if (game.state.crew <=0) { + finish(FCREW); + return; + } /* Is life support adequate? */ - if (game.damage[DLIFSUP] && game.condit != IHDOCKED) { + if (damaged(DLIFSUP) && game.condition != docked) { if (game.lsupres < xtime && game.damage[DLIFSUP] > game.lsupres) { finish(FLIFESUP); 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.condit == IHDOCKED) repair /= game.docfac; + if (game.condition == docked) + repair /= game.docfac; /* Don't fix Deathray here */ for (l=0; l 0.0 && l != DDRAY) game.damage[l] -= (game.damage[l]-repair > 0.0 ? repair : game.damage[l]); /* If radio repaired, update star chart and attack reports */ - if (radio_was_broken && game.damage[DRADIO] == 0.0) { + if (radio_was_broken && !damaged(DRADIO)) { prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and")); prout(_(" surveillance reports are coming in.")); skip(1); - if (game.iseenit==0) { - attakreport(0); - game.iseenit = 1; + if (!game.iseenit) { + attakreport(false); + game.iseenit = true; } rechart(); prout(_(" The star chart is now up to date.\"")); skip(1); } - /* Cause extraneous event LINE to occur */ + /* Cause extraneous event EVCODE to occur */ game.optime -= xtime; - switch (line) { + switch (evcode) { case FSNOVA: /* Supernova */ - if (ipage==0) pause_game(1); - ipage=1; - snova(0,0); + pause_game(true); + snova(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 || - ictbeam+istract > 0 || - game.condit==IHDOCKED || game.isatb==1 || game.iscate==1) return; + ictbeam || istract || + game.condition==docked || game.isatb==1 || game.iscate) return; if (game.ientesc || (game.energy < 2000 && game.torps < 4 && game.shield < 1250) || - (game.damage[DPHASER]>0 && (game.damage[DPHOTON]>0 || game.torps < 4)) || - (game.damage[DSHIELD] > 0 && - (game.energy < 2500 || game.damage[DPHASER] > 0) && - (game.torps < 5 || game.damage[DPHOTON] > 0))) { + (damaged(DPHASER) && (damaged(DPHOTON) || game.torps < 4)) || + (damaged(DSHIELD) && + (game.energy < 2500 || damaged(DPHASER)) && + (game.torps < 5 || damaged(DPHOTON)))) { /* Tractor-beam her! */ - istract=1; - yank = square(game.state.kscmdr.x-game.quadrant.x) + square(game.state.kscmdr.y-game.quadrant.y); + istract = true; + yank = distance(game.state.kscmdr, game.quadrant); /********* fall through to FTBEAM code ***********/ } - else return; + else + return; case FTBEAM: /* Tractor beam */ - if (line==FTBEAM) { + if (evcode==FTBEAM) { if (game.state.remcom == 0) { unschedule(FTBEAM); break; } i = Rand()*game.state.remcom+1.0; yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y); - if (istract || game.condit == IHDOCKED || yank == 0) { + if (istract || game.condition == docked || yank == 0) { /* Drats! Have to reschedule */ schedule(FTBEAM, game.optime + expran(1.5*game.intime/game.state.remcom)); @@ -176,39 +198,39 @@ void events(void) } /* tractor beaming cases merge here */ yank = sqrt(yank); - if (ipage==0) pause_game(1); - ipage=1; + pause_game(true); game.optime = (10.0/(7.5*7.5))*yank; /* 7.5 is yank rate (warp 7.5) */ - ictbeam = 1; + ictbeam = true; skip(1); proutn("***"); crmshp(); prout(_(" caught in long range tractor beam--")); /* If Kirk & Co. screwing around on planet, handle */ - atover(1); /* atover(1) is Grab */ - if (game.alldone) return; - if (game.icraft == 1) { /* Caught in Galileo? */ + atover(true); /* atover(true) is Grab */ + if (game.alldone) + return; + if (game.icraft) { /* Caught in Galileo? */ finish(FSTRACTOR); return; } /* Check to see if shuttle is aboard */ - if (game.iscraft==0) { + if (game.iscraft == offship) { skip(1); if (Rand() > 0.5) { prout(_("Galileo, left on the planet surface, is captured")); prout(_("by aliens and made into a flying McDonald's.")); game.damage[DSHUTTL] = -10; - game.iscraft = -1; + game.iscraft = removed; } else { prout(_("Galileo, left on the planet surface, is well hidden.")); } } - if (line==0) + if (evcode==0) game.quadrant = game.state.kscmdr; else game.quadrant = game.state.kcmdr[i]; - iran(QUADSIZE, &game.sector.x, &game.sector.y); + game.sector = randplace(QUADSIZE); crmshp(); proutn(_(" is pulled to ")); proutn(cramlc(quadrant, game.quadrant)); @@ -219,22 +241,25 @@ void events(void) game.resting = false; } if (!game.shldup) { - if (game.damage[DSHIELD]==0 && game.shield > 0) { - doshield(2); /* Shldsup */ - game.shldchg=0; + if (!damaged(DSHIELD) && game.shield > 0) { + doshield(true); /* raise shields */ + game.shldchg=false; } - else prout(_("(Shields not currently useable.)")); + else + prout(_("(Shields not currently useable.)")); } - newqad(0); + newqad(false); /* Adjust finish time to time of tractor beaming */ fintim = game.state.date+game.optime; - attack(0); - if (game.state.remcom <= 0) unschedule(FTBEAM); - else schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom)); + attack(false); + 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; - game.state.snap = 1; + game.state.snap = true; schedule(FSNAP, expran(0.5 * game.intime)); break; case FBATTAK: /* Commander attacks starbase */ @@ -253,7 +278,8 @@ void events(void) i = 1; break; } - if (i == 1) break; + if (i == 1) + break; } if (j>game.state.rembase) { /* no match found -- try later */ @@ -267,12 +293,11 @@ void events(void) if (game.isatb) /* extra time if SC already attacking */ postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date); game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime); - game.iseenit = 0; - if (game.damage[DRADIO] != 0.0 && game.condit != IHDOCKED) + game.iseenit = false; + if (!damaged(DRADIO) && game.condition != docked) break; /* No warning :-( */ - game.iseenit = 1; - if (ipage==0) pause_game(1); - ipage = 1; + game.iseenit = true; + pause_game(true); skip(1); proutn(_("Lt. Uhura- \"Captain, the starbase in ")); prout(cramlc(quadrant, game.battle)); @@ -288,12 +313,11 @@ void events(void) game.isatb = 2; if (!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase) break; /* WAS RETURN! */ - ixhold = game.battle.x; - iyhold = game.battle.y; + hold = game.battle; game.battle = game.state.kscmdr; /* FALL THROUGH */ case FCDBAS: /* Commander succeeds in destroying base */ - if (line==FCDBAS) { + if (evcode==FCDBAS) { unschedule(FCDBAS); /* find the lucky pair */ for_commanders(i) @@ -302,7 +326,7 @@ void events(void) 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; } } @@ -318,10 +342,9 @@ void events(void) prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\"")); } else if (game.state.rembase != 1 && - (game.damage[DRADIO] <= 0.0 || game.condit == IHDOCKED)) { + (!damaged(DRADIO) || game.condition == docked)) { /* Get word via subspace radio */ - if (ipage==0) pause_game(1); - ipage = 1; + pause_game(true); skip(1); prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that")); proutn(_(" the starbase in ")); @@ -329,7 +352,8 @@ 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 */ @@ -340,19 +364,17 @@ void events(void) game.state.rembase--; if (game.isatb == 2) { /* reinstate a commander's base attack */ - game.battle.x = ixhold; - game.battle.y = iyhold; + 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==0 && - game.isatb != 1 && - (game.iscate != 1 || !game.justin)) scom(&ipage); + if (!game.ientesc && !istract && game.isatb != 1 && + (!game.iscate || !game.justin)) + scom(); break; case FDSPROB: /* Move deep space probe */ schedule(FDSPROB, 0.01); @@ -366,9 +388,8 @@ void events(void) if (!VALID_QUADRANT(i, j) || game.state.galaxy[game.probec.x][game.probec.y].supernova) { // Left galaxy or ran into supernova - if (game.damage[DRADIO]==0.0 || game.condit == IHDOCKED) { - if (ipage==0) pause_game(1); - ipage = 1; + if (!damaged(DRADIO) || game.condition == docked) { + pause_game(true); skip(1); proutn(_("Lt. Uhura- \"The deep space probe ")); if (!VALID_QUADRANT(j, i)) @@ -380,9 +401,8 @@ void events(void) unschedule(FDSPROB); break; } - if (game.damage[DRADIO]==0.0 || game.condit == IHDOCKED) { - if (ipage==0) pause_game(1); - ipage = 1; + if (!damaged(DRADIO) || game.condition == docked) { + pause_game(true); skip(1); proutn(_("Lt. Uhura- \"The deep space probe is now in ")); proutn(cramlc(quadrant, game.probec)); @@ -392,7 +412,7 @@ void events(void) pdest = &game.state.galaxy[game.probec.x][game.probec.y]; /* Update star chart if Radio is working or have access to radio. */ - if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) { + if (!damaged(DRADIO) || game.condition == docked) { struct page *chp = &game.state.chart[game.probec.x][game.probec.y]; chp->klingons = pdest->klingons; @@ -403,7 +423,7 @@ void events(void) game.proben--; // One less to travel if (game.proben == 0 && game.isarmed && pdest->stars) { /* lets blow the sucker! */ - snova(1,0); + snova(true, &game.probec); unschedule(FDSPROB); if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) return; @@ -418,7 +438,7 @@ 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 */ - iran(GALSIZE, &w.x, &w.y); + w = randplace(GALSIZE); q = &game.state.galaxy[w.x][w.y]; } while (--i && (same(game.quadrant, w) || q->planet == NOPLANET || @@ -436,15 +456,16 @@ void events(void) q->status = distressed; /* tell the captain about it if we can */ - if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) + if (!damaged(DRADIO) || game.condition == docked) { - prout("Uhura: Captain, starsystem %s in quadrant %d - %d is under attack.", - systemname(q->planet), w.x, w.y); + prout("Uhura- Captain, %s in %s reports it is under attack", + systnames[q->planet], cramlc(quadrant, w)); + prout("by a Klingon invasion fleet."); if (cancelrest()) return; } break; - case FENSLV: /* starsystem is enslaved */ + case FENSLV: /* starsystem is enslaved */ ev = unschedule(FENSLV); /* see if current distress call still active */ q = &game.state.galaxy[ev->quadrant.x][ev->quadrant.y]; @@ -455,17 +476,22 @@ void events(void) q->status = enslaved; /* play stork and schedule the first baby */ - ev = schedule(FREPRO, expran(2.0 * game.intime)); + ev2 = schedule(FREPRO, expran(2.0 * game.intime)); + ev2->quadrant = ev->quadrant; /* report the disaster if we can */ - if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) + if (!damaged(DRADIO) || game.condition == docked) { - prout("\nUhura: We've lost contact with starsystem %s\n", - systemname(q->planet)); - prout(" in quadrant %d,%d.\n", ev->quadrant.x,ev->quadrant.y); + prout("Uhura- We've lost contact with starsystem %s", + systnames[q->planet]); + prout("in %s.\n", cramlc(quadrant, ev->quadrant)); } break; - case FREPRO: /* Klingon reproduces */ + 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. + */ 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]; @@ -473,37 +499,52 @@ void events(void) q->status = secure; break; } - /* reproduce one Klingon */ - w = ev->quadrant; if (game.state.remkl >=MAXKLGAME) break; /* full right now */ - /* this quadrant not ok, pick an adjacent one */ - for (i = w.x - 1; i <= w.x + 1; i++) - { - for (j = w.y - 1; j <= w.y + 1; j++) + /* reproduce one Klingon */ + w = ev->quadrant; + if (game.klhere >= MAXKLQUAD) { + /* this quadrant not ok, pick an adjacent one */ + for (i = w.x - 1; i <= w.x + 1; i++) { - if (!VALID_QUADRANT(i, j)) - continue; - q = &game.state.galaxy[w.x][w.y]; - /* check for this quad ok (not full & no snova) */ - if (q->klingons >= MAXKLQUAD || !q->supernova) - continue; - goto foundit; + for (j = w.y - 1; j <= w.y + 1; j++) + { + if (!VALID_QUADRANT(i, j)) + continue; + q = &game.state.galaxy[w.x][w.y]; + /* check for this quad ok (not full & no snova) */ + if (q->klingons >= MAXKLQUAD || q->supernova) + continue; + goto foundit; + } } + break; /* search for eligible quadrant failed */ + foundit: + w.x = i; + w.y = j; } - break; /* search for eligible quadrant failed */ - foundit: - w.x = i; - w.y = j; /* deliver the child */ game.state.remkl++; q->klingons++; if (same(game.quadrant, w)) - newkling(++game.klhere, &hold); + newkling(++game.klhere); /* recompute time left */ game.state.remtime = game.state.remres/(game.state.remkl+4*game.state.remcom); + /* report the disaster if we can */ + if (!damaged(DRADIO) || game.condition == docked) + { + if (same(game.quadrant, w)) { + prout("Spock- sensors indicate the Klingons have"); + prout("launched a warship from %s.", systnames[q->planet]); + } else { + prout("Uhura- Starfleet reports increased Klingon activity"); + if (q->planet != NOPLANET) + proutn("near %s", systnames[q->planet]); + prout("in %s.\n", cramlc(quadrant, w)); + } + } break; } } @@ -511,14 +552,16 @@ void events(void) void wait(void) +/* wait on events */ { int key; double temp, delay, origTime; - game.ididit = 0; + game.ididit = false; for (;;) { key = scan(); - if (key != IHEOL) break; + if (key != IHEOL) + break; proutn(_("How long? ")); } chew(); @@ -527,17 +570,20 @@ 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() == 0) 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; @@ -546,17 +592,21 @@ 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(0); - if (game.alldone) return; + if (game.optime < delay) + attack(false); + if (game.alldone) + return; events(); - game.ididit = 1; - if (game.alldone) return; + game.ididit = true; + if (game.alldone) + return; delay -= temp; /* Repair Deathray if long rest at starbase */ - if (origTime-delay >= 9.99 && game.condit == IHDOCKED) + if (origTime-delay >= 9.99 && game.condition == docked) game.damage[DDRAY] = 0.0; } while // leave if quadrant supernovas @@ -566,24 +616,32 @@ void wait(void) game.optime = 0; } -void nova(int ix, int iy) +/* + * 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 */ { static double course[] = {0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5}; int bot, top, top2, hits[QUADSIZE+1][3], kount, icx, icy, mm, nn, j; int iquad, iquad1, i, ll; - coord newc, nov, scratch; + coord newc, scratch; - nov.x = ix; nov.y = iy; if (Rand() < 0.05) { /* Wow! We've supernova'ed */ - snova(ix, iy); + snova(false, &nov); return; } /* handle initial nova */ - game.quad[ix][iy] = IHDOT; - crmena(1, IHSTAR, 2, nov); + game.quad[nov.x][nov.y] = IHDOT; + crmena(false, IHSTAR, sector, nov); prout(_(" novas.")); game.state.galaxy[game.quadrant.x][game.quadrant.y].stars--; game.state.starkl++; @@ -592,16 +650,18 @@ void nova(int ix, int iy) bot = top = top2 = 1; kount = 0; icx = icy = 0; - hits[1][1] = ix; - hits[1][2] = iy; + hits[1][1] = nov.x; + hits[1][2] = nov.y; while (1) { 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 @@ -614,7 +674,7 @@ void nova(int ix, int iy) case IHSTAR: /* Affect another star */ if (Rand() < 0.05) { /* This star supernovas */ - snova(scratch.x,scratch.y); + snova(false, &scratch); return; } top2++; @@ -622,18 +682,19 @@ void nova(int ix, int iy) hits[top2][2]=scratch.y; game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1; game.state.starkl++; - crmena(1, IHSTAR, 2, scratch); + crmena(true, IHSTAR, sector, scratch); prout(_(" novas.")); game.quad[scratch.x][scratch.y] = IHDOT; break; case IHP: /* Destroy planet */ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET; game.state.nplankl++; - crmena(1, IHP, 2, scratch); + crmena(true, IHP, sector, scratch); prout(_(" destroyed.")); - DESTROY(&game.state.plnets[game.iplnet]); - game.iplnet = game.plnet.x = game.plnet.y = 0; - if (game.landed == 1) { + DESTROY(&game.state.planets[game.iplnet]); + game.iplnet = 0; + invalidate(game.plnet); + if (game.landed) { finish(FPNOVA); return; } @@ -642,14 +703,14 @@ void nova(int ix, int iy) case IHB: /* Destroy base */ game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = false; for_starbases(i) - if (game.state.baseq[i].x==game.quadrant.x && game.state.baseq[i].y==game.quadrant.y) + 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(1, IHB, 2, scratch); + crmena(true, IHB, sector, scratch); prout(_(" destroyed.")); game.quad[scratch.x][scratch.y] = IHDOT; break; @@ -657,7 +718,8 @@ void nova(int ix, int iy) 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; @@ -667,7 +729,8 @@ void nova(int ix, int iy) 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; @@ -678,21 +741,22 @@ void nova(int ix, int iy) kount++; break; case IHK: /* kill klingon */ - deadkl(scratch,iquad, scratch.x, scratch.y); + deadkl(scratch,iquad, scratch); break; case IHC: /* Damage/destroy big enemies */ case IHS: case IHR: for_local_enemies(ll) - if (game.ks[ll].x==scratch.x && game.ks[ll].y==scratch.y) break; + 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.x, scratch.y); + deadkl(scratch, iquad, scratch); break; } newc.x = scratch.x + scratch.x - hits[mm][1]; newc.y = scratch.y + scratch.y - hits[mm][2]; - crmena(1, iquad, 2, scratch); + crmena(true, iquad, sector, scratch); proutn(_(" damaged")); if (!VALID_SECTOR(newc.x, newc.y)) { /* can't leave quadrant */ @@ -702,9 +766,9 @@ void nova(int ix, int iy) iquad1 = game.quad[newc.x][newc.y]; if (iquad1 == IHBLANK) { proutn(_(", blasted into ")); - crmena(0, IHBLANK, 2, newc); + crmena(false, IHBLANK, sector, newc); skip(1); - deadkl(scratch, iquad, newc.x, newc.y); + deadkl(scratch, iquad, newc); break; } if (iquad1 != IHDOT) { @@ -716,10 +780,8 @@ void nova(int ix, int iy) proutn(cramlc(sector, newc)); game.quad[scratch.x][scratch.y] = IHDOT; game.quad[newc.x][newc.y] = iquad; - game.ks[ll].x = newc.x; - game.ks[ll].y = newc.y; - game.kavgd[ll] = sqrt(square(game.sector.x-newc.x)+square(game.sector.y-newc.y)); - game.kdist[ll] = game.kavgd[ll]; + game.ks[ll] = newc; + game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc); skip(1); break; } @@ -734,116 +796,105 @@ void nova(int ix, int iy) /* 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.")); - game.iattak=2; /* Eliminates recursion problem */ - imove(); + imove(true); game.optime = 10.0*game.dist/16.0; return; } -void snova(int insx, int insy) +void snova(bool induced, coord *w) +/* star goes supernova */ { - int comdead, nsx, nsy, num=0, kldead, iscdead; - int nrmdead, npdead; - int incipient=0; + int num = 0, nrmdead, npdead, kldead; coord nq; - nq.x = nq.y = 0; - nsx = insy; - nsy = insy; - - if (insy== 0) { - if (insx == 1) - /* NOVAMAX being used */ - nq = game.probec; - else { - int stars = 0; - /* 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) { - stars += game.state.galaxy[nq.x][nq.y].stars; - } - } - if (stars == 0) return; /* nothing to supernova exists */ - num = Rand()*stars + 1; - for_quadrants(nq.x) { - for_quadrants(nq.y) { - num -= game.state.galaxy[nq.x][nq.y].stars; - if (num <= 0) break; - } - if (num <=0) break; + if (w != NULL) + nq = *w; + else { + int stars = 0; + /* 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) { + stars += game.state.galaxy[nq.x][nq.y].stars; } - if (idebug) { - proutn("=== Super nova here?"); - if (ja()==1) { - nq.x = game.quadrant.x; - nq.y = game.quadrant.y; - } + } + if (stars == 0) return; /* nothing to supernova exists */ + num = Rand()*stars + 1; + for_quadrants(nq.x) { + for_quadrants(nq.y) { + num -= game.state.galaxy[nq.x][nq.y].stars; + if (num <= 0) + break; } + if (num <=0) + break; + } + if (idebug) { + proutn("=== Super nova here?"); + if (ja() == true) + nq = game.quadrant; } + } - if (nq.x != game.quadrant.y || nq.y != game.quadrant.y || game.justin != 0) { - /* it isn't here, or we just entered (treat as inroute) */ - if (game.damage[DRADIO] == 0.0 || game.condit == IHDOCKED) { - skip(1); - prout(_("Message from Starfleet Command Stardate %.2f"), game.state.date); - prout(_(" Supernova in %s; caution advised."), - cramlc(quadrant, nq)); - } + if (!same(nq, game.quadrant) || game.justin) { + /* it isn't here, or we just entered (treat as enroute) */ + if (!damaged(DRADIO) || game.condition == docked) { + skip(1); + prout(_("Message from Starfleet Command Stardate %.2f"), game.state.date); + prout(_(" Supernova in %s; caution advised."), + cramlc(quadrant, nq)); } - else { - /* we are in the quadrant! */ - incipient = 1; - num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1; - for_sectors(nsx) { - for_sectors(nsy) { - if (game.quad[nsx][nsy]==IHSTAR) { - num--; - if (num==0) break; - } + } + else { + 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) { + if (game.quad[ns.x][ns.y]==IHSTAR) { + num--; + if (num==0) + break; } - if (num==0) break; } + if (num==0) + break; } - } - else { - incipient = 1; - } - if (incipient) { - coord nd; skip(1); prouts(_("***RED ALERT! RED ALERT!")); skip(1); - nd.x = nsx; nd.y = nsy; - prout(_("***Incipient supernova detected at "), cramlc(sector, nd)); - nq = game.quadrant; - if (square(nsx-game.sector.x) + square(nsy-game.sector.y) <= 2.1) { + 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("***************"); skip(1); stars(); - game.alldone=1; + game.alldone = true; } } + /* destroy any Klingons in supernovaed quadrant */ kldead = game.state.galaxy[nq.x][nq.y].klingons; game.state.galaxy[nq.x][nq.y].klingons = 0; - comdead = iscdead = 0; if (same(nq, game.state.kscmdr)) { /* did in the Supercommander! */ - game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0; - iscdead = 1; + game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0; + game.iscate = false; unschedule(FSCMOVE); unschedule(FSCDBAS); } @@ -852,11 +903,11 @@ void snova(int insx, int insy) 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--; - comdead++; - if (game.state.remcom==0) unschedule(FTBEAM); + if (game.state.remcom==0) + unschedule(FTBEAM); break; } } @@ -868,46 +919,44 @@ void snova(int insx, int insy) game.state.nromrem -= nrmdead; npdead = num - nrmdead*10; if (npdead) { - int l; - for (l = 0; l < game.inplan; l++) - if (same(game.state.plnets[l].w, nq)) { - DESTROY(&game.state.plnets[l]); + int loop; + for (loop = 0; loop < game.inplan; loop++) + if (same(game.state.planets[loop].w, nq)) { + DESTROY(&game.state.planets[loop]); } } /* Destroy any base in supernovaed quadrant */ if (game.state.rembase) { - int maxloop = game.state.rembase, l; - for (l = 1; l <= maxloop; l++) - if (same(game.state.baseq[l], nq)) { - game.state.baseq[l] = game.state.baseq[game.state.rembase]; - game.state.baseq[game.state.rembase].x = game.state.baseq[game.state.rembase].y = 0; + int maxloop = game.state.rembase, loop; + for (loop = 1; loop <= maxloop; loop++) + if (same(game.state.baseq[loop], nq)) { + game.state.baseq[loop] = game.state.baseq[game.state.rembase]; + invalidate(game.state.baseq[game.state.rembase]); game.state.rembase--; break; } } /* If starship caused supernova, tally up destruction */ - if (insx) { + if (induced) { game.state.starkl += game.state.galaxy[nq.x][nq.y].stars; game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase; game.state.nplankl += npdead; } /* mark supernova in galaxy and in star chart */ - if ((game.quadrant.x == nq.x && game.quadrant.y == nq.y) || - game.damage[DRADIO] == 0 || - game.condit == IHDOCKED) + if (same(game.quadrant, nq) || !damaged(DRADIO) || game.condition == docked) game.state.galaxy[nq.x][nq.y].supernova = true; - /* If supernova destroys last klingons give special message */ - if (KLINGREM==0 && (nq.x != game.quadrant.x || nq.y != game.quadrant.y)) { + /* If supernova destroys last Klingons give special message */ + if (KLINGREM==0 && !same(nq, game.quadrant)) { skip(2); - if (insx == 0) 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; } - -