Magic number changes, get rid of nulplanet structure.
[super-star-trek.git] / battle.c
index 1f043c61d9700a1dcbccf7ce35ac1dde23e6deec..590d08cdb4c8498ac4f67d7c314cd203fa7817cb 100644 (file)
--- a/battle.c
+++ b/battle.c
@@ -156,7 +156,7 @@ void ram(int ibumpd, int ienm, int ix, int iy) {
        crami(icas, 1);\r
        prout(" casualties.");\r
        casual += icas;\r
-       for (l=1; l <= ndevice; l++) {\r
+       for (l=1; l <= NDEVICES; l++) {\r
                if (l == DDRAY) continue; // Don't damage deathray \r
                if (game.damage[l] < 0) continue;\r
                extradm = (10.0*type*Rand()+1.0)*damfac;\r
@@ -311,7 +311,7 @@ void torpedo(double course, double r, int inx, int iny, double *hit) {
                                prout(" destroyed.");\r
                                game.state.nplankl++;\r
                                game.state.newstuf[quadx][quady] -= 1;\r
-                               game.state.plnets[iplnet] = nulplanet;\r
+                               DESTROY(&game.state.plnets[iplnet]);\r
                                iplnet = 0;\r
                                plnetx = plnety = 0;\r
                                game.quad[ix][iy] = IHDOT;\r
@@ -412,7 +412,7 @@ static void fry(double hit) {
        /* Select devices and cause damage */\r
        for (l = 1; l <= ncrit; l++) {\r
                do {\r
-                       j = ndevice*Rand()+1.0;\r
+                       j = NDEVICES*Rand()+1.0;\r
                        /* Cheat to prevent shuttle damage unless on ship */\r
                } while (game.damage[j] < 0.0 || (j == DSHUTTL && iscraft != 1) ||\r
                                 j == DDRAY);\r
@@ -1017,7 +1017,7 @@ void phasers(void) {
                                for (i = 1; i <= nenhere; i++) {\r
                                        hits[i] = 0.0;\r
                                        if (powrem <= 0) continue;\r
-                                       hits[i] = fabs(game.kpower[i])/(phasefac*pow(0.90,game.kdist[i]));\r
+                                       hits[i] = fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]));\r
                                        over = (0.01 + 0.05*Rand())*hits[i];\r
                                        temp = powrem;\r
                                        powrem -= hits[i] + over;\r
@@ -1080,7 +1080,7 @@ void phasers(void) {
                                if (key == IHEOL) {\r
                                        chew();\r
                                        if (ipoop && k > kz) {\r
-                                               int irec=(fabs(game.kpower[k])/(phasefac*pow(0.9,game.kdist[k])))*\r
+                                               int irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*\r
                                                                 (1.01+0.05*Rand()) + 1.0;\r
                                                kz = k;\r
                                                proutn("(");\r
@@ -1179,7 +1179,7 @@ void hittem(double *hits) {
                hit = wham*pow(dustfac,game.kdist[kk]);\r
                kpini = game.kpower[kk];\r
                kp = fabs(kpini);\r
-               if (phasefac*hit < kp) kp = phasefac*hit;\r
+               if (PHASEFAC*hit < kp) kp = PHASEFAC*hit;\r
                game.kpower[kk] -= (game.kpower[kk] < 0 ? -kp: kp);\r
                kpow = game.kpower[kk];\r
                ii = game.kx[kk];\r