for (l = 1; l <= n; l++) {
ix = (x += deltax) + 0.5;
iy = (y += deltay) + 0.5;
- if (ix < 1 || ix > 10 || iy < 1 || iy > 10) {
+ if (ix < 1 || ix > QUADSIZE || iy < 1 || iy > QUADSIZE) {
/* Leaving quadrant -- allow final enemy attack */
/* Don't do it if being pushed by Nova */
if (nenhere != 0 && iattak != 2) {
if (alldone) return;
}
/* compute final position -- new quadrant and sector */
- x = 10*(quadx-1)+sectx;
- y = 10*(quady-1)+secty;
+ x = QUADSIZE*(quadx-1)+sectx;
+ y = QUADSIZE*(quady-1)+secty;
ix = x+10.0*dist*bigger*deltax+0.5;
iy = y+10.0*dist*bigger*deltay+0.5;
/* check for edge of galaxy */
iy = -iy + 1;
kink = 1;
}
- if (ix > 80) {
+ if (ix > GALSIZE*QUADSIZE) {
ix = 161 - ix;
kink = 1;
}
- if (iy > 80) {
+ if (iy > GALSIZE*QUADSIZE) {
iy = 161 - iy;
kink = 1;
}
}
/* Compute final position in new quadrant */
if (trbeam) return; /* Don't bother if we are to be beamed */
- quadx = (ix+9)/10;
- quady = (iy+9)/10;
- sectx = ix - 10*(quadx-1);
- secty = iy - 10*(quady-1);
+ quadx = (ix+9)/QUADSIZE;
+ quady = (iy+9)/QUADSIZE;
+ sectx = ix - QUADSIZE*(quadx-1);
+ secty = iy - QUADSIZE*(quady-1);
prout("\n\rEntering %s.",
cramlc(quadrant, quadx, quady));
game.quad[sectx][secty] = ship;
}
itemp = 1;
}
- if (irowq<1 || irowq > 8 || icolq<1 || icolq > 8 ||
- irows<1 || irows > 10 || icols<1 || icols > 10) {
+ if (irowq<1 || irowq > GALSIZE || icolq<1 || icolq > GALSIZE ||
+ irows<1 || irows > QUADSIZE || icols<1 || icols > QUADSIZE) {
huh();
return;
}
for (l = 1; l <= n; l++) {
x += deltax;
ix = x + 0.5;
- if (ix < 1 || ix > 10) break;
+ if (ix < 1 || ix > QUADSIZE) break;
y += deltay;
iy = y +0.5;
- if (iy < 1 || iy > 10) break;
+ if (iy < 1 || iy > QUADSIZE) break;
if (game.quad[ix][iy] != IHDOT) {
blooey = 0;
twarp = 0;
/* Revert star chart to earlier era, if it was known then*/
if (game.damage[DRADIO]==0.0 || stdamtim > game.state.date) {
- for (l = 1; l <= 8; l++)
- for (ll = 1; ll <= 8; ll++)
+ for (l = 1; l <= GALSIZE; l++)
+ for (ll = 1; ll <= GALSIZE; ll++)
if (game.starch[l][ll] > 1)
game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+1000 :1;
prout("Spock has reconstructed a correct star chart from memory");
probeiny /= bigger;
probeinx /= bigger;
proben = 10.0*dist*bigger +0.5;
- probex = quadx*10 + sectx - 1; // We will use better packing than original
- probey = quady*10 + secty - 1;
+ probex = quadx*QUADSIZE + sectx - 1; // We will use better packing than original
+ probey = quady*QUADSIZE + secty - 1;
probecx = quadx;
probecy = quady;
game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
for (l = 1; l <= 5; l++) {
ix = basex+3.0*Rand()-1;
iy = basey+3.0*Rand()-1;
- if (ix>=1 && ix<=10 && iy>=1 && iy<=10 && game.quad[ix][iy]==IHDOT) {
+ if (ix>=1 && ix<=QUADSIZE && iy>=1 && iy<=QUADSIZE && game.quad[ix][iy]==IHDOT) {
/* found one -- finish up */
sectx=ix;
secty=iy;
textcolor(RED);
prout("fails.");
delay(500);
- textcolor(LIGHTGRAY);
+ textcolor(DEFAULT);
}
if (l > 3) {
finish(FMATERIALIZE);
return;
}
game.quad[ix][iy]=ship;
- textcolor(WHITE);
+ textcolor(GREEN);
prout("succeeds.");
- textcolor(LIGHTGRAY);
+ textcolor(DEFAULT);
dock(0);
skip(1);
prout("Lt. Uhura- \"Captain, we made it!\"");