if (game.condit==IHDOCKED && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
motion -= game.skill*(2.0-square(Rand()));
}
if (game.condit==IHDOCKED && (game.options & OPTION_BASE)) /* protected by base -- back off ! */
motion -= game.skill*(2.0-square(Rand()));
}
-#ifdef DEBUG
- if (game.idebug) {
- proutn("MOTION = %1.2f", motion);
- proutn(" FORCES = %1.2f", forces);
- }
-#endif
+ if (idebug)
+ proutn("=== MOTION = %1.2f, FORCES = %1.2f, ", motion, forces);
if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */
if (nsteps > QUADSIZE) nsteps = QUADSIZE; /* This shouldn't be necessary */
if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */
if (motion > 0 && nsteps > mdist) nsteps = mdist; /* don't overshoot */
if (nsteps > QUADSIZE) nsteps = QUADSIZE; /* This shouldn't be necessary */
if (nsteps < 1) nsteps = 1; /* This shouldn't be necessary */
/* Compute preferred values of delta X and Y */
mx = game.sector.x - com.x;
my = game.sector.y - com.y;
/* Compute preferred values of delta X and Y */
mx = game.sector.x - com.x;
my = game.sector.y - com.y;
/* Put commander in place within same quadrant */
game.quad[com.x][com.y] = IHDOT;
game.quad[next.x][next.y] = ienm;
/* Put commander in place within same quadrant */
game.quad[com.x][com.y] = IHDOT;
game.quad[next.x][next.y] = ienm;
/* Decide on being active or passive */
flag = ((NKILLC+NKILLK)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) ||
/* Decide on being active or passive */
flag = ((NKILLC+NKILLK)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) ||
schedule(FSCDBAS, 1.0 +2.0*Rand());
if (is_scheduled(FCDBAS))
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
schedule(FSCDBAS, 1.0 +2.0*Rand());
if (is_scheduled(FCDBAS))
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date);
(Rand() > 0.2 ||
(game.damage[DRADIO] > 0.0 && game.condit != IHDOCKED) ||
!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))
(Rand() > 0.2 ||
(game.damage[DRADIO] > 0.0 && game.condit != IHDOCKED) ||
!game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted))