iqx = quadx+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
iqy = quady+(looky+(QUADSIZE-1))/QUADSIZE - 1;
- if (iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
+ if (!VALID_QUADRANT(iqx,iqy) ||
game.state.galaxy[iqx][iqy].supernova ||
game.state.galaxy[iqx][iqy].klingons > 8)
return 0; /* no can do -- neg energy, supernovae, or >8 Klingons */
int i;
if ((iqx==quadx && iqy==quady) ||
- iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
+ !VALID_QUADRANT(iqx, iqy) ||
game.state.galaxy[iqx][iqy].supernova ||
game.state.galaxy[iqx][iqy].klingons > 8)
return 1;
game.ky[nenhere]=ithy;
/* check to see if all holes plugged */
- for (i = 1; i < QUADSIZE+1; i++) {
+ for_sectors(i) {
if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) return;
if (game.quad[QUADSIZE][i]!=IHWEB && game.quad[QUADSIZE][i]!=IHT) return;
if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) return;