if (irun == 0) {
/* avoid intruding on another commander's territory */
if (ienm == IHC) {
- for (l = 1; l <= game.state.remcom; l++)
+ for_commanders(l)
if (game.state.cx[l]==iqx && game.state.cy[l]==iqy) return 0;
/* refuse to leave if currently attacking starbase */
if (batx==quadx && baty==quady) return 0;
game.state.isy=iqy;
}
else {
- for (l=1; l<=game.state.remcom; l++) {
+ for_commanders(l) {
if (game.state.cx[l]==quadx && game.state.cy[l]==quady) {
game.state.cx[l]=iqx;
game.state.cy[l]=iqy;
nextx = comx;
nexty = comy;
/* main move loop */
- for (ll = 1; ll <= nsteps; ll++) {
+ for (ll = 0; ll < nsteps; ll++) {
#ifdef DEBUG
if (idebug) {
- prout("%d", ll);
+ prout("%d", ll+1);
}
#endif
/* Check if preferred position available */
/* Figure out which Klingon is the commander (or Supercommander)
and do move */
- if (comhere) for (i = 1; i <= nenhere; i++) {
- ix = game.kx[i];
- iy = game.ky[i];
- if (game.quad[ix][iy] == IHC) {
- movebaddy(ix, iy, i, IHC);
- break;
+ if (comhere)
+ for_local_enemies(i) {
+ ix = game.kx[i];
+ iy = game.ky[i];
+ if (game.quad[ix][iy] == IHC) {
+ movebaddy(ix, iy, i, IHC);
+ break;
+ }
}
- }
- if (ishere) for (i = 1; i <= nenhere; i++) {
- ix = game.kx[i];
- iy = game.ky[i];
- if (game.quad[ix][iy] == IHS) {
- movebaddy(ix, iy, i, IHS);
- break;
+ if (ishere)
+ for_local_enemies(i) {
+ ix = game.kx[i];
+ iy = game.ky[i];
+ if (game.quad[ix][iy] == IHS) {
+ movebaddy(ix, iy, i, IHS);
+ break;
+ }
}
- }
/* if skill level is high, move other Klingons and Romulans too!
Move these last so they can base their actions on what the
commander(s) do. */
- if (skill >= SKILL_EXPERT) for (i = 1; i <= nenhere; i++) {
+ if (skill >= SKILL_EXPERT) for_local_enemies(i) {
ix = game.kx[i];
iy = game.ky[i];
if (game.quad[ix][iy] == IHK || game.quad[ix][iy] == IHR)
return 1;
if (flag) {
/* Avoid quadrants with bases if we want to avoid Enterprise */
- for (i = 1; i <= game.state.rembase; i++)
+ for_starbases(i)
if (game.state.baseqx[i]==iqx && game.state.baseqy[i]==iqy) return 1;
}
if (justin && !iscate) return 1;
ishere=0;
ientesc=0;
game.future[FSCDBAS]=1e30;
- for (i = 1; i <= nenhere; i++)
+ for_local_enemies(i)
if (game.quad[game.kx[i]][game.ky[i]] == IHS) break;
game.quad[game.kx[i]][game.ky[i]] = IHDOT;
game.kx[i] = game.kx[nenhere];
{
int i, i2, j, ideltax, ideltay, ibqx, ibqy, sx, sy, ifindit, iwhichb;
int iqx, iqy;
- int basetbl[BASEMAX];
- double bdist[BASEMAX];
+ int basetbl[BASEMAX+1];
+ double bdist[BASEMAX+1];
int flag;
#ifdef DEBUG
if (idebug) prout("SCOM");
}
sx = game.state.isx;
sy = game.state.isy;
- for (i = 1; i <= game.state.rembase; i++) {
+ for_starbases(i) {
basetbl[i] = i;
ibqx = game.state.baseqx[i];
ibqy = game.state.baseqy[i];
without too many Klingons, and not already under attack. */
ifindit = iwhichb = 0;
- for (i2 = 1; i2 <= game.state.rembase; i2++) {
+ for_starbases(i2) {
i = basetbl[i2]; /* bug in original had it not finding nearest*/
ibqx = game.state.baseqx[i];
ibqy = game.state.baseqy[i];
continue;
/* if there is a commander, an no other base is appropriate,
we will take the one with the commander */
- for (j = 1; j <= game.state.remcom; j++) {
+ for_commanders (j) {
if (ibqx==game.state.cx[j] && ibqy==game.state.cy[j] && ifindit!= 2) {
ifindit = 2;
iwhichb = i;
if (game.state.rembase == 0) {
game.future[FSCMOVE] = 1e30;
}
- else for (i=1; i<=game.state.rembase; i++) {
+ else for_starbases(i) {
ibqx = game.state.baseqx[i];
ibqy = game.state.baseqy[i];
if (ibqx==game.state.isx && ibqy == game.state.isy && game.state.isx != batx && game.state.isy != baty) {