break;
}
i = 0;
- for (j=1; j<=game.state.rembase; j++) {
- for (k=1; k<=game.state.remcom; k++)
+ for_commanders (j) {
+ for_commanders(k)
if (game.state.baseqx[j]==game.state.cx[k] && game.state.baseqy[j]==game.state.cy[k] &&
(game.state.baseqx[j]!=quadx || game.state.baseqy[j]!=quady) &&
(game.state.baseqx[j]!=game.state.isx || game.state.baseqy[j]!=game.state.isy)) {
if (line==FCDBAS) {
game.future[FCDBAS] = 1e30;
/* find the lucky pair */
- for (i = 1; i <= game.state.remcom; i++)
+ for_commanders(i)
if (game.state.cx[i]==batx && game.state.cy[i]==baty)
break;
if (i > game.state.remcom || game.state.rembase == 0 ||
}
/* Remove Starbase from galaxy */
game.state.galaxy[batx][baty].starbase = FALSE;
- for (i=1; i <= game.state.rembase; i++)
+ for_starbases(i)
if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) {
game.state.baseqx[i]=game.state.baseqx[game.state.rembase];
game.state.baseqy[i]=game.state.baseqy[game.state.rembase];
break;
case IHB: /* Destroy base */
game.state.galaxy[quadx][quady].starbase = FALSE;
- for (i = 1; i <= game.state.rembase; i++)
+ for_starbases(i)
if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady)
break;
game.state.baseqx[i] = game.state.baseqx[game.state.rembase];
case IHC: /* Damage/destroy big enemies */
case IHS:
case IHR:
- for (ll = 1; ll <= nenhere; ll++)
+ for_local_enemies(ll)
if (game.kx[ll]==ii && game.ky[ll]==jj) break;
game.kpower[ll] -= 800.0; /* If firepower is lost, die */
if (game.kpower[ll] <= 0.0) {