+/*
+ * These macros hide the difference between 0-origin and 1-origin addressing.
+ * They're a step towards de-FORTRANizing the code.
+ */
+#define VALID_QUADRANT(x, y) ((x)>=1 && (x)<=GALSIZE && (y)>=1 && (y)<=GALSIZE)
+#define VALID_SECTOR(x, y) ((x)>=1 && (x)<=QUADSIZE && (y)>=1 && (y)<=QUADSIZE)
+#define for_quadrants(i) for (i = 1; i <= GALSIZE; i++)
+#define for_sectors(i) for (i = 1; i <= QUADSIZE; i++)
+#define for_commanders(i) for (i = 1; i <= game.state.remcom; i++)
+#define for_local_enemies(i) for (i = 1; i <= nenhere; i++)
+#define for_starbases(i) for (i = 1; i <= game.state.rembase; i++)
+