nenhere--;
if (condit != IHDOCKED) newcnd();
/* Handle global matters related to escape */
- game.state.galaxy[quadx][quady] -= 100;
- game.state.galaxy[iqx][iqy] += 100;
+ game.state.galaxy[quadx][quady] -= ENEMY_PLACE;
+ game.state.galaxy[iqx][iqy] += ENEMY_PLACE;
if (ienm==IHS) {
ishere=0;
iscate=0;
}
if (justin && !iscate) return 1;
/* do the move */
- game.state.galaxy[game.state.isx][game.state.isy] -= 100;
+ game.state.galaxy[game.state.isx][game.state.isy] -= ENEMY_PLACE;
game.state.isx = iqx;
game.state.isy = iqy;
- game.state.galaxy[game.state.isx][game.state.isy] += 100;
+ game.state.galaxy[game.state.isx][game.state.isy] += ENEMY_PLACE;
if (ishere) {
/* SC has scooted, Remove him from current quadrant */
iscate=0;
game.ky[nenhere]=ithy;
/* check to see if all holes plugged */
- for (i = 1; i < 11; i++) {
+ for (i = 1; i < QUADSIZE+1; i++) {
if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return;
if (game.quad[QUADSIZE][i]!=IHWEB && game.quad[QUADSIZE][i]!=IHT) return;
if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return;