for (;;) {
/* position next to base by trial and error */
game.quad[sectx][secty] = IHDOT;
- for (l = 1; l <= 10; l++) {
+ for (l = 1; l <= QUADSIZE; l++) {
sectx = 3.0*Rand() - 1.0 + basex;
secty = 3.0*Rand() - 1.0 + basey;
- if (sectx >= 1 && sectx <= 10 &&
- secty >= 1 && secty <= 10 &&
+ if (sectx >= 1 && sectx <= QUADSIZE &&
+ secty >= 1 && secty <= QUADSIZE &&
game.quad[sectx][secty] == IHDOT) break;
}
if (l < 11) break; /* found a spot */
landed = -1;
alive = 1;
docfac = 0.25;
- for (i = 1; i <= 8; i++)
- for (j = 1; j <= 8; j++) game.state.newstuf[i][j] = game.starch[i][j] = 0;
+ for (i = 1; i <= GALSIZE; i++)
+ for (j = 1; j <= GALSIZE; j++) game.state.newstuf[i][j] = game.starch[i][j] = 0;
// Initialize times for extraneous events
game.future[FSNOVA] = game.state.date + expran(0.5 * intime);
game.future[FTBEAM] = game.state.date + expran(1.5 * (intime / game.state.remcom));
stdamtim = 1e30;
// Put stars in the galaxy
instar = 0;
- for (i=1; i<=8; i++)
- for (j=1; j<=8; j++) {
+ for (i=1; i<=GALSIZE; i++)
+ for (j=1; j<=GALSIZE; j++) {
int k = Rand()*9.0 + 1.0;
instar += k;
game.state.galaxy[i][j] = k;
ientesc = 1;
}
// Clear quadrant
- for (i=1; i <= 10; i++)
- for (j=1; j <= 10; j++) game.quad[i][j] = IHDOT;
+ for (i=1; i <= QUADSIZE; i++)
+ for (j=1; j <= QUADSIZE; j++) game.quad[i][j] = IHDOT;
// cope with supernova
if (quadnum > 999) {
return;
game.kpower[nenhere] = Rand()*400.0 +100.0 +25.0*skill;
/* Reserve unocupied corners */
if (game.quad[1][1]==IHDOT) game.quad[1][1] = 'X';
- if (game.quad[1][10]==IHDOT) game.quad[1][10] = 'X';
- if (game.quad[10][1]==IHDOT) game.quad[10][1] = 'X';
- if (game.quad[10][10]==IHDOT) game.quad[10][10] = 'X';
+ if (game.quad[1][QUADSIZE]==IHDOT) game.quad[1][QUADSIZE] = 'X';
+ if (game.quad[QUADSIZE][1]==IHDOT) game.quad[QUADSIZE][1] = 'X';
+ if (game.quad[QUADSIZE][QUADSIZE]==IHDOT) game.quad[QUADSIZE][QUADSIZE] = 'X';
}
sortkl();
// Take out X's in corners if Tholian present
if (ithere) {
if (game.quad[1][1]=='X') game.quad[1][1] = IHDOT;
- if (game.quad[1][10]=='X') game.quad[1][10] = IHDOT;
- if (game.quad[10][1]=='X') game.quad[10][1] = IHDOT;
- if (game.quad[10][10]=='X') game.quad[10][10] = IHDOT;
+ if (game.quad[1][QUADSIZE]=='X') game.quad[1][QUADSIZE] = IHDOT;
+ if (game.quad[QUADSIZE][1]=='X') game.quad[QUADSIZE][1] = IHDOT;
+ if (game.quad[QUADSIZE][QUADSIZE]=='X') game.quad[QUADSIZE][QUADSIZE] = IHDOT;
}
}