Some changes get reverted.
[super-star-trek.git] / moving.c
index 887977afc6fbca9be2088b9acec2922bceb52ff1..d12c4abcd227e7a0b280982b443fc72cf60bc25a 100644 (file)
--- a/moving.c
+++ b/moving.c
@@ -42,7 +42,7 @@ void imove(void) {
                for (l = 1; l <= n; l++) {
                        ix = (x += deltax) + 0.5;
                        iy = (y += deltay) + 0.5;
-                       if (ix < 1 || ix > 10 || iy < 1 || iy > 10) {
+                       if (ix < 1 || ix > QUADSIZE || iy < 1 || iy > QUADSIZE) {
                                /* Leaving quadrant -- allow final enemy attack */
                                /* Don't do it if being pushed by Nova */
                                if (nenhere != 0 && iattak != 2) {
@@ -57,13 +57,13 @@ void imove(void) {
                                         * that attacks only happen if Klingons
                                         * are present and your skill is > 3.
                                         */
-                                        if (skill > 3 && klhere > 0 && game.state.galaxy[quadx][quady] != 1000)
+                                        if (skill > 3 && klhere > 0 && game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE)
                                            attack(0);
                                        if (alldone) return;
                                }
                                /* compute final position -- new quadrant and sector */
-                               x = 10*(quadx-1)+sectx;
-                               y = 10*(quady-1)+secty;
+                               x = QUADSIZE*(quadx-1)+sectx;
+                               y = QUADSIZE*(quady-1)+secty;
                                ix = x+10.0*dist*bigger*deltax+0.5;
                                iy = y+10.0*dist*bigger*deltay+0.5;
                                /* check for edge of galaxy */
@@ -78,11 +78,11 @@ void imove(void) {
                                                iy = -iy + 1;
                                                kink = 1;
                                        }
-                                       if (ix > 80) {
+                                       if (ix > GALSIZE*QUADSIZE) {
                                                ix = 161 - ix;
                                                kink = 1;
                                        }
-                                       if (iy > 80) {
+                                       if (iy > GALSIZE*QUADSIZE) {
                                                iy = 161 - iy;
                                                kink = 1;
                                        }
@@ -102,10 +102,10 @@ void imove(void) {
                                }
                                /* Compute final position in new quadrant */
                                if (trbeam) return; /* Don't bother if we are to be beamed */
-                               quadx = (ix+9)/10;
-                               quady = (iy+9)/10;
-                               sectx = ix - 10*(quadx-1);
-                               secty = iy - 10*(quady-1);
+                               quadx = (ix+9)/QUADSIZE;
+                               quady = (iy+9)/QUADSIZE;
+                               sectx = ix - QUADSIZE*(quadx-1);
+                               secty = iy - QUADSIZE*(quady-1);
                                prout("\n\rEntering %s.",
                                      cramlc(quadrant, quadx, quady));
                                game.quad[sectx][secty] = ship;
@@ -202,7 +202,7 @@ label100:
                        game.kdist[l] = finald;
                }
                sortkl();
-               if (game.state.galaxy[quadx][quady] != 1000 && iattak == 0)
+               if (game.state.galaxy[quadx][quady] != SUPERNOVA_PLACE && iattak == 0)
                        attack(0);
                for (l = 1 ; l <= nenhere; l++) game.kavgd[l] = game.kdist[l];
        }
@@ -373,8 +373,8 @@ static void getcd(int isprobe, int akey) {
                        }
                        itemp = 1;
                }
-               if (irowq<1 || irowq > 8 || icolq<1 || icolq > 8 ||
-                       irows<1 || irows > 10 || icols<1 || icols > 10) {
+               if (irowq<1 || irowq > GALSIZE || icolq<1 || icolq > GALSIZE ||
+                       irows<1 || irows > QUADSIZE || icols<1 || icols > QUADSIZE) {
                                huh();
                                return;
                        }
@@ -588,10 +588,10 @@ void warp(int i) {
                        for (l = 1; l <= n; l++) {
                                x += deltax;
                                ix = x + 0.5;
-                               if (ix < 1 || ix > 10) break;
+                               if (ix < 1 || ix > QUADSIZE) break;
                                y += deltay;
                                iy = y +0.5;
-                               if (iy < 1 || iy > 10) break;
+                               if (iy < 1 || iy > QUADSIZE) break;
                                if (game.quad[ix][iy] != IHDOT) {
                                        blooey = 0;
                                        twarp = 0;
@@ -727,7 +727,7 @@ void atover(int igrab) {
                crmshp();
                skip(1);
                prout("safely out of quadrant.");
-               game.starch[quadx][quady] = game.damage[DRADIO] > 0.0 ? game.state.galaxy[quadx][quady]+1000:1;
+               game.starch[quadx][quady] = game.damage[DRADIO] > 0.0 ? game.state.galaxy[quadx][quady]+SUPERNOVA_PLACE:1;
 
                /* Try to use warp engines */
                if (game.damage[DWARPEN]) {
@@ -757,7 +757,7 @@ void atover(int igrab) {
                        return;
                }
                /* Repeat if another snova */
-       } while (game.state.galaxy[quadx][quady] == 1000);
+       } while (game.state.galaxy[quadx][quady] == SUPERNOVA_PLACE);
        if (game.state.remkl==0) finish(FWON); /* Snova killed remaining enemy. */
 }
 
@@ -803,10 +803,10 @@ void timwrp() {
 
                /* Revert star chart to earlier era, if it was known then*/
                if (game.damage[DRADIO]==0.0 || stdamtim > game.state.date) {
-                       for (l = 1; l <= 8; l++)
-                               for (ll = 1; ll <= 8; ll++)
+                       for (l = 1; l <= GALSIZE; l++)
+                               for (ll = 1; ll <= GALSIZE; ll++)
                                        if (game.starch[l][ll] > 1)
-                                               game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+1000 :1;
+                                               game.starch[l][ll]=game.damage[DRADIO]>0.0 ? game.state.galaxy[l][ll]+SUPERNOVA_PLACE :1;
                        prout("Spock has reconstructed a correct star chart from memory");
                        if (game.damage[DRADIO] > 0.0) stdamtim = game.state.date;
                }
@@ -885,8 +885,8 @@ void probe(void) {
        probeiny /= bigger;
        probeinx /= bigger;
        proben = 10.0*dist*bigger +0.5;
-       probex = quadx*10 + sectx - 1;  // We will use better packing than original
-       probey = quady*10 + secty - 1;
+       probex = quadx*QUADSIZE + sectx - 1;    // We will use better packing than original
+       probey = quady*QUADSIZE + secty - 1;
        probecx = quadx;
        probecy = quady;
        game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
@@ -950,7 +950,7 @@ void help(void) {
         for (l = 1; l <= 5; l++) {
                 ix = basex+3.0*Rand()-1;
                 iy = basey+3.0*Rand()-1;
-                if (ix>=1 && ix<=10 && iy>=1 && iy<=10 && game.quad[ix][iy]==IHDOT) {
+                if (ix>=1 && ix<=QUADSIZE && iy>=1 && iy<=QUADSIZE && game.quad[ix][iy]==IHDOT) {
                         /* found one -- finish up */
                         sectx=ix;
                         secty=iy;