if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] &&
(game.state.baseqx[j]!=quadx || game.state.baseqy[j]!=quady) &&
(game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) {
if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] &&
(game.state.baseqx[j]!=quadx || game.state.baseqy[j]!=quady) &&
(game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) {
if (game.state.cx[i]==batx && game.state.cy[i]==baty)
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
if (game.state.cx[i]==batx && game.state.cy[i]==baty)
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) {
game.state.baseqx[i]=game.state.baseqx[game.state.rembase];
game.state.baseqy[i]=game.state.baseqy[game.state.rembase];
if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) {
game.state.baseqx[i]=game.state.baseqx[game.state.rembase];
game.state.baseqy[i]=game.state.baseqy[game.state.rembase];
game.state.galaxy[probecx][probecy].supernova) {
// Left galaxy or ran into supernova
if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {
game.state.galaxy[probecx][probecy].supernova) {
// Left galaxy or ran into supernova
if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {
if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady)
break;
game.state.baseqx[i] = game.state.baseqx[game.state.rembase];
if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady)
break;
game.state.baseqx[i] = game.state.baseqx[game.state.rembase];
if (game.kx[ll]==ii && game.ky[ll]==jj) break;
game.kpower[ll] -= 800.0; /* If firepower is lost, die */
if (game.kpower[ll] <= 0.0) {
if (game.kx[ll]==ii && game.ky[ll]==jj) break;
game.kpower[ll] -= 800.0; /* If firepower is lost, die */
if (game.kpower[ll] <= 0.0) {
newcy = jj + jj - hits[mm][2];
crmena(1, iquad, 2, ii, jj);
proutn(" damaged");
newcy = jj + jj - hits[mm][2];
crmena(1, iquad, 2, ii, jj);
proutn(" damaged");
/* Scheduled supernova -- select star */
/* logic changed here so that we won't favor quadrants in top
left of universe */
/* Scheduled supernova -- select star */
/* logic changed here so that we won't favor quadrants in top
left of universe */
stars += game.state.galaxy[nqx][nqy].stars;
}
}
if (stars == 0) return; /* nothing to supernova exists */
num = Rand()*stars + 1;
stars += game.state.galaxy[nqx][nqy].stars;
}
}
if (stars == 0) return; /* nothing to supernova exists */
num = Rand()*stars + 1;