stdamtim = game.state.date;
for (i=1; i <= GALSIZE ; i++)
for (j=1; j <= GALSIZE; j++)
- if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+1000;
+ if (game.starch[i][j] == 1) game.starch[i][j] = game.state.galaxy[i][j]+SUPERNOVA_PLACE;
}
for (;;) {
ipage=1;
snova(0,0);
game.future[FSNOVA] = game.state.date + expran(0.5*intime);
- if (game.state.galaxy[quadx][quady] == 1000) return;
+ if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE) return;
break;
case FSPY: /* Check with spy to see if S.C. should tractor beam */
if (game.state.nscrem == 0 ||
case FSCDBAS: /* Supercommander destroys base */
game.future[FSCDBAS] = 1e30;
isatb = 2;
- if (game.state.galaxy[game.state.isx][game.state.isy]%100 < 10) break; /* WAS RETURN! */
+ if (game.state.galaxy[game.state.isx][game.state.isy]%ENEMY_PLACE < BASE_PLACE) break; /* WAS RETURN! */
ixhold = batx;
iyhold = baty;
batx = game.state.isx;
for (i = 1; i <= game.state.remcom; i++)
if (game.state.cx[i]==batx && game.state.cy[i]==baty) break;
if (i > game.state.remcom || game.state.rembase == 0 ||
- game.state.galaxy[batx][baty] % 100 < 10) {
+ game.state.galaxy[batx][baty] % ENEMY_PLACE < BASE_PLACE) {
/* No action to take after all */
batx = baty = 0;
break;
if (game.starch[batx][baty] == -1) game.starch[batx][baty] = 0;
/* Handle case where base is in same quadrant as starship */
if (batx==quadx && baty==quady) {
- if (game.starch[batx][baty] > 999) game.starch[batx][baty] -= 10;
+ if (game.starch[batx][baty] >= SUPERNOVA_PLACE) game.starch[batx][baty] -= BASE_PLACE;
game.quad[basex][basey]= IHDOT;
basex=basey=0;
newcnd();
else prout("a Klingon Commander");
}
/* Remove Starbase from galaxy */
- game.state.galaxy[batx][baty] -= 10;
+ game.state.galaxy[batx][baty] -= BASE_PLACE;
for (i=1; i <= game.state.rembase; i++)
if (game.state.baseqx[i]==batx && game.state.baseqy[i]==baty) {
game.state.baseqx[i]=game.state.baseqx[game.state.rembase];
probecx = i;
probecy = j;
if (i < 1 || i > GALSIZE || j < 1 || j > GALSIZE ||
- game.state.galaxy[probecx][probecy] == 1000) {
+ game.state.galaxy[probecx][probecy] == SUPERNOVA_PLACE) {
// Left galaxy or ran into supernova
if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {
if (ipage==0) pause_game(1);
radio. */
if (game.damage[DRADIO] == 0.0 || condit == IHDOCKED)
game.starch[probecx][probecy] = game.damage[DRADIO] > 0.0 ?
- game.state.galaxy[probecx][probecy]+1000 : 1;
+ game.state.galaxy[probecx][probecy]+SUPERNOVA_PLACE : 1;
proben--; // One less to travel
if (proben == 0 && isarmed &&
- game.state.galaxy[probecx][probecy] % 10 > 0) {
+ game.state.galaxy[probecx][probecy] % BASE_PLACE > 0) {
/* lets blow the sucker! */
snova(1,0);
game.future[FDSPROB] = 1e30;
- if (game.state.galaxy[quadx][quady] == 1000) return;
+ if (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE) return;
}
break;
}
/* Repair Deathray if long rest at starbase */
if (origTime-delay >= 9.99 && condit == IHDOCKED)
game.damage[DDRAY] = 0.0;
- } while (game.state.galaxy[quadx][quady] != 1000); // leave if quadrant supernovas
+ } while (game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE); // leave if quadrant supernovas
resting = 0;
Time = 0;
game.quad[ii][jj] = IHDOT;
break;
case IHB: /* Destroy base */
- game.state.galaxy[quadx][quady] -= 10;
+ game.state.galaxy[quadx][quady] -= BASE_PLACE;
for (i = 1; i <= game.state.rembase; i++)
if (game.state.baseqx[i]==quadx && game.state.baseqy[i]==quady) break;
game.state.baseqx[i] = game.state.baseqx[game.state.rembase];
left of universe */
for (nqx = 1; nqx<=GALSIZE; nqx++) {
for (nqy = 1; nqy<=GALSIZE; nqy++) {
- stars += game.state.galaxy[nqx][nqy] % 10;
+ stars += game.state.galaxy[nqx][nqy] % BASE_PLACE;
}
}
if (stars == 0) return; /* nothing to supernova exists */
num = Rand()*stars + 1;
for (nqx = 1; nqx<=GALSIZE; nqx++) {
for (nqy = 1; nqy<=GALSIZE; nqy++) {
- num -= game.state.galaxy[nqx][nqy] % 10;
+ num -= game.state.galaxy[nqx][nqy] % BASE_PLACE;
if (num <= 0) break;
}
if (num <=0) break;
else {
/* we are in the quadrant! */
insipient = 1;
- num = Rand()* (game.state.galaxy[nqx][nqy]%10) + 1;
+ num = Rand()* (game.state.galaxy[nqx][nqy]%BASE_PLACE) + 1;
for (nsx=1; nsx < QUADSIZE; nsx++) {
for (nsy=1; nsy < QUADSIZE; nsy++) {
if (game.quad[nsx][nsy]==IHSTAR) {
game.damage[DRADIO] == 0 ||
condit == IHDOCKED)
game.starch[nqx][nqy] = 1;
- game.state.galaxy[nqx][nqy] = 1000;
+ game.state.galaxy[nqx][nqy] = SUPERNOVA_PLACE;
/* If supernova destroys last klingons give special message */
if (game.state.remkl==0 && (nqx != quadx || nqy != quady)) {
skip(2);