game.state.galaxy[iq.x][iq.y].supernova ||
game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1)
return false; /* no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons */
game.state.galaxy[iq.x][iq.y].supernova ||
game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1)
return false; /* no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons */
- 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 */
ibq = game.state.baseq[iwhichb];
/* decide how to move toward base */
ideltax = ibq.x - game.state.kscmdr.x;
ibq = game.state.baseq[iwhichb];
/* decide how to move toward base */
ideltax = ibq.x - game.state.kscmdr.x;
ibq = game.state.baseq[i];
if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) {
/* attack the base */
ibq = game.state.baseq[i];
if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) {
/* attack the base */