for (i=0; i < NDEVICES; i++)
game.damage[i] = 0.0;
// Set up assorted game parameters
- game.battle.x = game.battle.y = 0;
+ invalidate(game.battle);
game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0);
game.nkinks = game.nhelp = game.casual = game.abandoned = 0;
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = false;
game.state.galaxy[w.x][w.y].klingons > 8);
// check for duplicate
for (j = 1; j < i; j++)
- if (game.state.kcmdr[j].x==w.x && game.state.kcmdr[j].y==w.y) break;
+ if (same(game.state.kcmdr[j], w))
+ break;
} while (j < i);
game.state.galaxy[w.x][w.y].klingons++;
game.state.kcmdr[i] = w;
game.state.plnets[i].w = w;
if (i < NINHAB) {
game.state.plnets[i].pclass = M; // All inhabited planets are class M
- game.state.plnets[i].crystals = 0;
+ game.state.plnets[i].crystals = absent;
game.state.plnets[i].known = known;
game.state.plnets[i].inhabited = i;
} else {
game.state.plnets[i].pclass = Rand()*3.0; // Planet class M N or O
- game.state.plnets[i].crystals = 1.5*Rand(); // 1 in 3 chance of crystals
+ game.state.plnets[i].crystals = Rand()*1.5; // 1 in 3 chance of crystals
game.state.plnets[i].known = unknown;
game.state.plnets[i].inhabited = UNINHABITED;
}
thing = randplace(GALSIZE);
}
else
- thing.x = thing.y = 0;
+ invalidate(thing);
skip(2);
game.state.snap = false;
coord w;
struct quadrant *q;
- game.iattak = 1;
game.justin = true;
- game.base.x = game.base.y = 0;
+ invalidate(game.base);
game.klhere = 0;
game.comhere = false;
- game.plnet.x = game.plnet.y = 0;
+ invalidate(game.plnet);
game.ishere = false;
game.irhere = 0;
game.iplnet = 0;