More origin-hiding.
[super-star-trek.git] / events.c
index 55cc81671184eb2911c2714099a9ec80b3f7f2a7..fc03bb0f48bbb3d0ff493d9c1f8794d19507a99e 100644 (file)
--- a/events.c
+++ b/events.c
@@ -177,8 +177,8 @@ void events(void)
                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)) {
@@ -236,7 +236,7 @@ void events(void)
            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 ||
@@ -273,7 +273,7 @@ void events(void)
            }
            /* 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];
@@ -304,7 +304,7 @@ void events(void)
            if (probecx != i || probecy != j) {
                probecx = i;
                probecy = j;
-               if (i < 1 || i > GALSIZE || j < 1 || j > GALSIZE ||
+               if (!VALID_QUADRANT(i, j) ||
                    game.state.galaxy[probecx][probecy].supernova) {
                    // Left galaxy or ran into supernova
                    if (game.damage[DRADIO]==0.0 || condit == IHDOCKED) {
@@ -312,7 +312,7 @@ void events(void)
                        ipage = 1;
                        skip(1);
                        proutn("Lt. Uhura-  \"The deep space probe ");
-                       if (i < 1 ||i > GALSIZE || j < 1 || j > GALSIZE)
+                       if (!VALID_QUADRANT(j, i))
                            proutn("has left the galaxy");
                        else
                            proutn("is no longer transmitting");
@@ -441,7 +441,7 @@ void nova(int ix, int iy)
                    if (j==2 && nn== 2) continue;
                    ii = hits[mm][1]+nn-2;
                    jj = hits[mm][2]+j-2;
-                   if (ii < 1 || ii > QUADSIZE || jj < 1 || jj > QUADSIZE) continue;
+                   if (!VALID_SECTOR(jj, ii)) continue;
                    iquad = game.quad[ii][jj];
                    switch (iquad) {
                    // case IHDOT:      /* Empty space ends reaction
@@ -481,7 +481,7 @@ void nova(int ix, int iy)
                        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];
@@ -524,7 +524,7 @@ void nova(int ix, int iy)
                    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) {
@@ -535,7 +535,7 @@ void nova(int ix, int iy)
                        newcy = jj + jj - hits[mm][2];
                        crmena(1, iquad, 2, ii, jj);
                        proutn(" damaged");
-                       if (newcx<1 || newcx>QUADSIZE || newcy<1 || newcy>QUADSIZE) {
+                       if (!VALID_SECTOR(newcx, newcy)) {
                            /* can't leave quadrant */
                            skip(1);
                            break;
@@ -610,15 +610,15 @@ void snova(int insx, int insy)
            /* Scheduled supernova -- select star */
            /* logic changed here so that we won't favor quadrants in top
               left of universe */
-           for (nqx = 1; nqx<=GALSIZE; nqx++) {
-               for (nqy = 1; nqy<=GALSIZE; nqy++) {
+           for_quadrants(nqx) {
+               for_quadrants(nqy) {
                    stars += game.state.galaxy[nqx][nqy].stars;
                }
            }
            if (stars == 0) return; /* nothing to supernova exists */
            num = Rand()*stars + 1;
-           for (nqx = 1; nqx<=GALSIZE; nqx++) {
-               for (nqy = 1; nqy<=GALSIZE; nqy++) {
+           for_quadrants(nqx) {
+               for_quadrants(nqy) {
                    num -= game.state.galaxy[nqx][nqy].stars;
                    if (num <= 0) break;
                }
@@ -648,8 +648,8 @@ void snova(int insx, int insy)
            /* we are in the quadrant! */
            incipient = 1;
            num = Rand()* game.state.galaxy[nqx][nqy].stars + 1;
-           for (nsx=1; nsx < QUADSIZE; nsx++) {
-               for (nsy=1; nsy < QUADSIZE; nsy++) {
+           for_sectors(nsx) {
+               for_sectors(nsy) {
                    if (game.quad[nsx][nsy]==IHSTAR) {
                        num--;
                        if (num==0) break;