iqx = quadx+(lookx+(QUADSIZE-1))/QUADSIZE - 1;
iqy = quady+(looky+(QUADSIZE-1))/QUADSIZE - 1;
- if (iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
- NOEXIT(game.state.galaxy[iqx][iqy]))
+ 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 */
if (ienm == IHR) return 0; /* Romulans cannot escape! */
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;
nenhere--;
if (condit != IHDOCKED) newcnd();
/* Handle global matters related to escape */
- game.state.galaxy[quadx][quady] -= KLINGON_PLACE;
- game.state.galaxy[iqx][iqy] += KLINGON_PLACE;
+ game.state.galaxy[quadx][quady].klingons--;
+ game.state.galaxy[iqx][iqy].klingons++;
if (ienm==IHS) {
ishere=0;
iscate=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;
int i;
if ((iqx==quadx && iqy==quady) ||
- iqx < 1 || iqx > GALSIZE || iqy < 1 || iqy > GALSIZE ||
- NOEXIT(game.state.galaxy[iqx][iqy])) return 1;
+ !VALID_QUADRANT(iqx, iqy) ||
+ game.state.galaxy[iqx][iqy].supernova ||
+ game.state.galaxy[iqx][iqy].klingons > 8)
+ return 1;
if (flag) {
/* Avoid quadrants with bases if we want to avoid Enterprise */
for (i = 1; i <= game.state.rembase; i++)
}
if (justin && !iscate) return 1;
/* do the move */
- game.state.galaxy[game.state.isx][game.state.isy] -= KLINGON_PLACE;
+ game.state.galaxy[game.state.isx][game.state.isy].klingons--;
game.state.isx = iqx;
game.state.isy = iqy;
- game.state.galaxy[game.state.isx][game.state.isy] += KLINGON_PLACE;
+ game.state.galaxy[game.state.isx][game.state.isy].klingons++;
if (ishere) {
/* SC has scooted, Remove him from current quadrant */
iscate=0;
game.state.plnets[i].crystals == 1) {
/* destroy the planet */
DESTROY(&game.state.plnets[i]);
- game.state.newstuf[game.state.isx][game.state.isy] -= 1;
+ game.state.galaxy[game.state.isx][game.state.isy].planets -= 1;
if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED) {
if (*ipage==0) pause_game(1);
*ipage = 1;
ibqy = game.state.baseqy[i];
if ((ibqx == quadx && ibqy == quady) ||
(ibqx == batx && ibqy == baty) ||
- NOEXIT(game.state.galaxy[ibqx][ibqy])) continue;
+ game.state.galaxy[ibqx][ibqy].supernova ||
+ game.state.galaxy[ibqx][ibqy].klingons > 8)
+ 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;
#endif
(Rand() > 0.2 ||
(game.damage[DRADIO] > 0.0 && condit != IHDOCKED) ||
- game.starch[game.state.isx][game.state.isy] > 0))
+ !game.state.galaxy[game.state.isx][game.state.isy].charted))
return;
if (*ipage==0) pause_game(1);
*ipage = 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;