+#ifndef lint
+static char sccsid[] = "@(#)nova.c 4.1 (Berkeley) %G%";
+#endif not lint
+
+# include "trek.h"
+
+/*
+** CAUSE A NOVA TO OCCUR
+**
+** A nova occurs. It is the result of having a star hit with
+** a photon torpedo. There are several things which may happen.
+** The star may not be affected. It may go nova. It may turn
+** into a black hole. Any (yummy) it may go supernova.
+**
+** 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.
+*/
+
+nova(x, y)
+int x, y;
+{
+ register int i, j;
+ register int se;
+
+ if (Sect[x][y] != STAR || Quad[Ship.quadx][Ship.quady].stars < 0)
+ return;
+ if (ranf(100) < 15)
+ {
+ printf("Spock: Star at %d,%d failed to nova.\n", x, y);
+ return;
+ }
+ if (ranf(100) < 5)
+ return (snova(x, y));
+ printf("Spock: Star at %d,%d gone nova\n", x, y);
+
+ if (ranf(4) != 0)
+ Sect[x][y] = EMPTY;
+ else
+ {
+ Sect[x][y] = HOLE;
+ Quad[Ship.quadx][Ship.quady].holes =+ 1;
+ }
+ Quad[Ship.quadx][Ship.quady].stars =- 1;
+ Game.kills =+ 1;
+ for (i = x - 1; i <= x + 1; i++)
+ {
+ if (i < 0 || i >= NSECTS)
+ continue;
+ for (j = y - 1; j <= y + 1; j++)
+ {
+ if (j < 0 || j >= NSECTS)
+ continue;
+ se = Sect[i][j];
+ switch (se)
+ {
+
+ case EMPTY:
+ case HOLE:
+ break;
+
+ case KLINGON:
+ killk(i, j);
+ break;
+
+ case STAR:
+ nova(i, j);
+ break;
+
+ case INHABIT:
+ kills(i, j, -1);
+ break;
+
+ case BASE:
+ killb(i, j);
+ Game.killb =+ 1;
+ break;
+
+ case ENTERPRISE:
+ case QUEENE:
+ se = 2000;
+ if (Ship.shldup)
+ if (Ship.shield >= se)
+ {
+ Ship.shield =- se;
+ se = 0;
+ }
+ else
+ {
+ se =- Ship.shield;
+ Ship.shield = 0;
+ }
+ Ship.energy =- se;
+ if (Ship.energy <= 0)
+ lose(L_SUICID);
+ break;
+
+ default:
+ printf("Unknown object %c at %d,%d destroyed\n",
+ se, i, j);
+ Sect[i][j] = EMPTY;
+ break;
+ }
+ }
+ }
+ return;
+}