Eliminate nasty macro holdovers.
[super-star-trek.git] / src / moving.c
index a5d11b3e25b7fba12bacd3d2726b8456365a220c..24b6bb08a746bb29897a5e705c2d6f48710d3684 100644 (file)
@@ -10,12 +10,12 @@ void imove(void)
         finald, finalx, finaly, stopegy, probf;
     int trbeam = 0, n, l, ix=0, iy=0, kink, kinks, iquad;
 
-    if (inorbit) {
+    if (game.inorbit) {
        prout("Helmsman Sulu- \"Leaving standard orbit.\"");
-       inorbit = FALSE;
+       game.inorbit = FALSE;
     }
 
-    angle = ((15.0 - direc) * 0.5235988);
+    angle = ((15.0 - game.direc) * 0.5235988);
     deltax = -sin(angle);
     deltay = cos(angle);
     if (fabs(deltax) > fabs(deltay))
@@ -27,17 +27,17 @@ void imove(void)
     deltax /= bigger;
 
     /* If tractor beam is to occur, don't move full distance */
-    if (game.state.date+Time >= game.future[FTBEAM]) {
+    if (game.state.date+game.optime >= game.future[FTBEAM]) {
        trbeam = 1;
-       condit = IHRED;
-       dist = dist*(game.future[FTBEAM]-game.state.date)/Time + 0.1;
-       Time = game.future[FTBEAM] - game.state.date + 1e-5;
+       game.condit = IHRED;
+       game.dist = game.dist*(game.future[FTBEAM]-game.state.date)/game.optime + 0.1;
+       game.optime = game.future[FTBEAM] - game.state.date + 1e-5;
     }
     /* Move within the quadrant */
-    game.quad[sectx][secty] = IHDOT;
-    x = sectx;
-    y = secty;
-    n = 10.0*dist*bigger+0.5;
+    game.quad[game.sectx][game.secty] = IHDOT;
+    x = game.sectx;
+    y = game.secty;
+    n = 10.0*game.dist*bigger+0.5;
 
     if (n > 0) {
        for (l = 1; l <= n; l++) {
@@ -46,7 +46,7 @@ void imove(void)
            if (!VALID_SECTOR(ix, iy)) {
                /* Leaving quadrant -- allow final enemy attack */
                /* Don't do it if being pushed by Nova */
-               if (nenhere != 0 && iattak != 2) {
+               if (game.nenhere != 0 && game.iattak != 2) {
                    newcnd();
                    for_local_enemies(l) {
                        finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
@@ -54,19 +54,19 @@ void imove(void)
                        game.kavgd[l] = 0.5 * (finald+game.kdist[l]);
                    }
                    /*
-                    * Stas Sergeev added the condition
+                    * Stas Sergeev added the game.condition
                     * that attacks only happen if Klingons
                     * are present and your skill is good.
                     */
-                   if (skill > SKILL_GOOD && klhere > 0 && !game.state.galaxy[quadx][quady].supernova)
+                   if (game.skill > SKILL_GOOD && game.klhere > 0 && !game.state.galaxy[game.quadx][game.quady].supernova)
                        attack(0);
-                   if (alldone) return;
+                   if (game.alldone) return;
                }
                /* compute final position -- new quadrant and sector */
-               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;
+               x = QUADSIZE*(game.quadx-1)+game.sectx;
+               y = QUADSIZE*(game.quady-1)+game.secty;
+               ix = x+10.0*game.dist*bigger*deltax+0.5;
+               iy = y+10.0*game.dist*bigger*deltay+0.5;
                /* check for edge of galaxy */
                kinks = 0;
                do {
@@ -91,8 +91,8 @@ void imove(void)
                } while (kink);
 
                if (kinks) {
-                   nkinks += 1;
-                   if (nkinks == 3) {
+                   game.nkinks += 1;
+                   if (game.nkinks == 3) {
                        /* Three strikes -- you're out! */
                        finish(FNEG3);
                        return;
@@ -104,24 +104,24 @@ void imove(void)
                }
                /* Compute final position in new quadrant */
                if (trbeam) return; /* Don't bother if we are to be beamed */
-               quadx = (ix+(QUADSIZE-1))/QUADSIZE;
-               quady = (iy+(QUADSIZE-1))/QUADSIZE;
-               sectx = ix - QUADSIZE*(quadx-1);
-               secty = iy - QUADSIZE*(quady-1);
+               game.quadx = (ix+(QUADSIZE-1))/QUADSIZE;
+               game.quady = (iy+(QUADSIZE-1))/QUADSIZE;
+               game.sectx = ix - QUADSIZE*(game.quadx-1);
+               game.secty = iy - QUADSIZE*(game.quady-1);
                skip(1);
                prout("Entering %s.",
-                     cramlc(quadrant, quadx, quady));
-               game.quad[sectx][secty] = ship;
+                     cramlc(quadrant, game.quadx, game.quady));
+               game.quad[game.sectx][game.secty] = game.ship;
                newqad(0);
-               if (skill>SKILL_NOVICE) attack(0);
+               if (game.skill>SKILL_NOVICE) attack(0);
                return;
            }
            iquad = game.quad[ix][iy];
            if (iquad != IHDOT) {
                /* object encountered in flight path */
-               stopegy = 50.0*dist/Time;
-               dist=0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
-                             (secty-iy)*(double)(secty-iy));
+               stopegy = 50.0*game.dist/game.optime;
+               game.dist=0.1*sqrt((game.sectx-ix)*(double)(game.sectx-ix) +
+                             (game.secty-iy)*(double)(game.secty-iy));
                switch (iquad) {
                case IHT: /* Ram a Tholian */
                case IHK: /* Ram enemy ship */
@@ -129,11 +129,11 @@ void imove(void)
                case IHS:
                case IHR:
                case IHQUEST:
-                   sectx = ix;
-                   secty = iy;
-                   ram(0, iquad, sectx, secty);
-                   finalx = sectx;
-                   finaly = secty;
+                   game.sectx = ix;
+                   game.secty = iy;
+                   ram(0, iquad, game.sectx, game.secty);
+                   finalx = game.sectx;
+                   finaly = game.secty;
                    break;
                case IHBLANK:
                    skip(1);
@@ -152,7 +152,7 @@ void imove(void)
                    for (l=0;l<NDEVICES;l++)
                        if (game.damage[l]>0) 
                            n++;
-                   probf=pow(1.4,(energy+shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
+                   probf=pow(1.4,(game.energy+game.shield)/5000.0-1.0)*pow(1.3,1.0/(n+1)-1.0);
                    if ((game.options & OPTION_BLKHOLE) && Rand()>probf) 
                        timwrp();
                    else 
@@ -170,12 +170,12 @@ void imove(void)
                    prout(";");
                    proutn("Emergency stop required ");
                    prout("%2d units of energy.", (int)stopegy);
-                   energy -= stopegy;
+                   game.energy -= stopegy;
                    finalx = x-deltax+0.5;
-                   sectx = finalx;
+                   game.sectx = finalx;
                    finaly = y-deltay+0.5;
-                   secty = finaly;
-                   if (energy <= 0) {
+                   game.secty = finaly;
+                   if (game.energy <= 0) {
                        finish(FNRG);
                        return;
                    }
@@ -184,17 +184,17 @@ void imove(void)
                goto no_quad_change;    /* sorry! */
            }
        }
-       dist = 0.1*sqrt((sectx-ix)*(double)(sectx-ix) +
-                       (secty-iy)*(double)(secty-iy));
-       sectx = ix;
-       secty = iy;
+       game.dist = 0.1*sqrt((game.sectx-ix)*(double)(game.sectx-ix) +
+                       (game.secty-iy)*(double)(game.secty-iy));
+       game.sectx = ix;
+       game.secty = iy;
     }
-    finalx = sectx;
-    finaly = secty;
+    finalx = game.sectx;
+    finaly = game.secty;
 no_quad_change:
     /* No quadrant change -- compute new avg enemy distances */
-    game.quad[sectx][secty] = ship;
-    if (nenhere) {
+    game.quad[game.sectx][game.secty] = game.ship;
+    if (game.nenhere) {
        for_local_enemies(l) {
            finald = sqrt((ix-game.kx[l])*(double)(ix-game.kx[l]) +
                          (iy-game.ky[l])*(double)(iy-game.ky[l]));
@@ -202,12 +202,12 @@ no_quad_change:
            game.kdist[l] = finald;
        }
        sortkl();
-       if (!game.state.galaxy[quadx][quady].supernova && iattak == 0)
+       if (!game.state.galaxy[game.quadx][game.quady].supernova && game.iattak == 0)
            attack(0);
        for_local_enemies(l) game.kavgd[l] = game.kdist[l];
     }
     newcnd();
-    iattak = 0;
+    game.iattak = 0;
     drawmaps(0);
     setwnd(message_window);
     return;
@@ -216,32 +216,32 @@ no_quad_change:
 void dock(int l) 
 {
     chew();
-    if (condit == IHDOCKED && l) {
+    if (game.condit == IHDOCKED && l) {
        prout("Already docked.");
        return;
     }
-    if (inorbit) {
+    if (game.inorbit) {
        prout("You must first leave standard orbit.");
        return;
     }
-    if (basex==0 || abs(sectx-basex) > 1 || abs(secty-basey) > 1) {
+    if (game.basex==0 || abs(game.sectx-game.basex) > 1 || abs(game.secty-game.basey) > 1) {
        crmshp();
        prout(" not adjacent to base.");
        return;
     }
-    condit = IHDOCKED;
+    game.condit = IHDOCKED;
     if (l) prout("Docked.");
-    ididit=1;
-    if (energy < inenrg) energy = inenrg;
-    shield = inshld;
-    torps = intorps;
-    lsupres = inlsr;
+    game.ididit=1;
+    if (game.energy < game.inenrg) game.energy = game.inenrg;
+    game.shield = game.inshld;
+    game.torps = game.intorps;
+    game.lsupres = game.inlsr;
     if (game.damage[DRADIO] == 0.0 &&
-       (game.future[FCDBAS] < FOREVER || isatb == 1) && iseenit == 0) {
+       (game.future[FCDBAS] < FOREVER || game.isatb == 1) && game.iseenit == 0) {
        /* get attack report from base */
        prout("Lt. Uhura- \"Captain, an important message from the starbase:\"");
        attakreport(0);
-       iseenit = 1;
+       game.iseenit = 1;
     }
 }
 
@@ -255,7 +255,7 @@ static void getcd(int isprobe, int akey) {
           are always displayed y - x, where +y is downward! */
 
        
-        int irowq=quadx, icolq=quady, irows, icols, itemp=0, iprompt=0, key=0;
+        int irowq=game.quadx, icolq=game.quady, irows, icols, itemp=0, iprompt=0, key=0;
        double xi, xj, xk, xl;
        double deltax, deltay;
        int automatic = -1;
@@ -263,9 +263,9 @@ static void getcd(int isprobe, int akey) {
        /* Get course direction and distance. If user types bad values, return
           with DIREC = -1.0. */
 
-       direc = -1.0;
+       game.direc = -1.0;
        
-       if (landed == 1 && !isprobe) {
+       if (game.landed == 1 && !isprobe) {
                prout("Dummy! You can't leave standard orbit until you");
                proutn("are back aboard the ");
                crmshp();
@@ -389,8 +389,8 @@ static void getcd(int isprobe, int akey) {
                        }
                        else prout("Ensign Chekov- \"Course laid in, Captain.\"");
                }
-               deltax = icolq - quady + 0.1*(icols-secty);
-               deltay = quadx - irowq + 0.1*(sectx-irows);
+               deltax = icolq - game.quady + 0.1*(icols-game.secty);
+               deltay = game.quadx - irowq + 0.1*(game.sectx-irows);
        }
        else { /* manual */
                while (key == IHEOL) {
@@ -421,9 +421,9 @@ static void getcd(int isprobe, int akey) {
                skip(1);
                prout("Helmsman Sulu- \"Aye, Sir.\"");
        }
-       dist = sqrt(deltax*deltax + deltay*deltay);
-       direc = atan2(deltax, deltay)*1.90985932;
-       if (direc < 0.0) direc += 12.0;
+       game.dist = sqrt(deltax*deltax + deltay*deltay);
+       game.direc = atan2(deltax, deltay)*1.90985932;
+       if (game.direc < 0.0) game.direc += 12.0;
        chew();
        return;
 
@@ -435,7 +435,7 @@ void impuls(void)
 {
     double power;
 
-    ididit = 0;
+    game.ididit = 0;
     if (game.damage[DIMPULS]) {
        chew();
        skip(1);
@@ -443,22 +443,22 @@ void impuls(void)
        return;
     }
 
-    if (energy > 30.0) {
+    if (game.energy > 30.0) {
        getcd(FALSE, 0);
-       if (direc == -1.0) return;
-       power = 20.0 + 100.0*dist;
+       if (game.direc == -1.0) return;
+       power = 20.0 + 100.0*game.dist;
     }
     else
        power = 30.0;
 
-    if (power >= energy) {
+    if (power >= game.energy) {
        /* Insufficient power for trip */
        skip(1);
        prout("First Officer Spock- \"Captain, the impulse engines");
        prout("require 20.0 units to engage, plus 100.0 units per");
-       if (energy > 30) {
+       if (game.energy > 30) {
            proutn("quadrant.  We can go, therefore, a maximum of %d", 
-                  (int)(0.01 * (energy-20.0)-0.05));
+                  (int)(0.01 * (game.energy-20.0)-0.05));
            prout(" quadrants.\"");
        }
        else {
@@ -468,8 +468,8 @@ void impuls(void)
        return;
     }
     /* Make sure enough time is left for the trip */
-    Time = dist/0.095;
-    if (Time >= game.state.remtime) {
+    game.optime = game.dist/0.095;
+    if (game.optime >= game.state.remtime) {
        prout("First Officer Spock- \"Captain, our speed under impulse");
        prout("power is only 0.95 sectors per stardate. Are you sure");
        proutn("we dare spend the time?\" ");
@@ -477,12 +477,12 @@ void impuls(void)
     }
     /* Activate impulse engines and pay the cost */
     imove();
-    ididit = 1;
-    if (alldone) return;
-    power = 20.0 + 100.0*dist;
-    energy -= power;
-    Time = dist/0.095;
-    if (energy <= 0) finish(FNRG);
+    game.ididit = 1;
+    if (game.alldone) return;
+    power = 20.0 + 100.0*game.dist;
+    game.energy -= power;
+    game.optime = game.dist/0.095;
+    if (game.energy <= 0) finish(FNRG);
     return;
 }
 
@@ -493,14 +493,14 @@ void warp(int i)
     double power;
 
     if (i!=2) { /* Not WARPX entry */
-       ididit = 0;
+       game.ididit = 0;
        if (game.damage[DWARPEN] > 10.0) {
            chew();
            skip(1);
            prout("Engineer Scott- \"The impulse engines are damaged, Sir.\"");
            return;
        }
-       if (game.damage[DWARPEN] > 0.0 && warpfac > 4.0) {
+       if (game.damage[DWARPEN] > 0.0 && game.warpfac > 4.0) {
            chew();
            skip(1);
            prout("Engineer Scott- \"Sorry, Captain. Until this damage");
@@ -510,25 +510,25 @@ void warp(int i)
                        
        /* Read in course and distance */
        getcd(FALSE, 0);
-       if (direc == -1.0) return;
+       if (game.direc == -1.0) return;
 
        /* Make sure starship has enough energy for the trip */
-       power = (dist+0.05)*warpfac*warpfac*warpfac*(shldup+1);
+       power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
 
 
-       if (power >= energy) {
+       if (power >= game.energy) {
            /* Insufficient power for trip */
-           ididit = 0;
+           game.ididit = 0;
            skip(1);
            prout("Engineering to bridge--");
-           if (shldup==0 || 0.5*power > energy) {
-               iwarp = pow((energy/(dist+0.05)), 0.333333333);
+           if (game.shldup==0 || 0.5*power > game.energy) {
+               iwarp = pow((game.energy/(game.dist+0.05)), 0.333333333);
                if (iwarp <= 0) {
                    prout("We can't do it, Captain. We haven't the energy.");
                }
                else {
                    proutn("We haven't the energy, but we could do it at warp %d", iwarp);
-                   if (shldup) {
+                   if (game.shldup) {
                        prout(",");
                        prout("if you'll lower the shields.");
                    }
@@ -542,29 +542,29 @@ void warp(int i)
        }
                                                
        /* Make sure enough time is left for the trip */
-       Time = 10.0*dist/wfacsq;
-       if (Time >= 0.8*game.state.remtime) {
+       game.optime = 10.0*game.dist/game.wfacsq;
+       if (game.optime >= 0.8*game.state.remtime) {
            skip(1);
            prout("First Officer Spock- \"Captain, I compute that such");
            proutn("  a trip would require approximately %2.0f",
-                  100.0*Time/game.state.remtime);
+                  100.0*game.optime/game.state.remtime);
            prout(" percent of our");
            proutn("  remaining time.  Are you sure this is wise?\" ");
-           if (ja() == 0) { ididit = 0; Time=0; return;}
+           if (ja() == 0) { game.ididit = 0; game.optime=0; return;}
        }
     }
     /* Entry WARPX */
-    if (warpfac > 6.0) {
+    if (game.warpfac > 6.0) {
        /* Decide if engine damage will occur */
-       double prob = dist*(6.0-warpfac)*(6.0-warpfac)/66.666666666;
+       double prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666;
        if (prob > Rand()) {
            blooey = 1;
-           dist = Rand()*dist;
+           game.dist = Rand()*game.dist;
        }
        /* Decide if time warp will occur */
-       if (0.5*dist*pow(7.0,warpfac-10.0) > Rand()) twarp=1;
+       if (0.5*game.dist*pow(7.0,game.warpfac-10.0) > Rand()) twarp=1;
 #ifdef DEBUG
-       if (idebug &&warpfac==10 && twarp==0) {
+       if (game.idebug &&game.warpfac==10 && twarp==0) {
            blooey=0;
            proutn("Force time warp? ");
            if (ja()==1) twarp=1;
@@ -573,7 +573,7 @@ void warp(int i)
        if (blooey || twarp) {
            /* If time warp or engine damage, check path */
            /* If it is obstructed, don't do warp or damage */
-           double angle = ((15.0-direc)*0.5235998);
+           double angle = ((15.0-game.direc)*0.5235998);
            double deltax = -sin(angle);
            double deltay = cos(angle);
            double bigger, x, y;
@@ -585,9 +585,9 @@ void warp(int i)
                        
            deltax /= bigger;
            deltay /= bigger;
-           n = 10.0 * dist * bigger +0.5;
-           x = sectx;
-           y = secty;
+           n = 10.0 * game.dist * bigger +0.5;
+           x = game.sectx;
+           y = game.secty;
            for (l = 1; l <= n; l++) {
                x += deltax;
                ix = x + 0.5;
@@ -605,19 +605,19 @@ void warp(int i)
 
     /* Activate Warp Engines and pay the cost */
     imove();
-    if (alldone) return;
-    energy -= dist*warpfac*warpfac*warpfac*(shldup+1);
-    if (energy <= 0) finish(FNRG);
-    Time = 10.0*dist/wfacsq;
+    if (game.alldone) return;
+    game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1);
+    if (game.energy <= 0) finish(FNRG);
+    game.optime = 10.0*game.dist/game.wfacsq;
     if (twarp) timwrp();
     if (blooey) {
-       game.damage[DWARPEN] = damfac*(3.0*Rand()+1.0);
+       game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0);
        skip(1);
        prout("Engineering to bridge--");
        prout("  Scott here.  The warp engines are damaged.");
        prout("  We'll have to reduce speed to warp 4.");
     }
-    ididit = 1;
+    game.ididit = 1;
     return;
 }
 
@@ -654,19 +654,19 @@ void setwrp(void)
        prout("Helmsman Sulu- \"We can't go below warp 1, Captain.\"");
        return;
     }
-    oldfac = warpfac;
-    warpfac = aaitem;
-    wfacsq=warpfac*warpfac;
-    if (warpfac <= oldfac || warpfac <= 6.0) {
+    oldfac = game.warpfac;
+    game.warpfac = aaitem;
+    game.wfacsq=game.warpfac*game.warpfac;
+    if (game.warpfac <= oldfac || game.warpfac <= 6.0) {
        proutn("Helmsman Sulu- \"Warp factor %d, Captain.\"", 
-              (int)warpfac);
+              (int)game.warpfac);
        return;
     }
-    if (warpfac < 8.00) {
+    if (game.warpfac < 8.00) {
        prout("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"");
        return;
     }
-    if (warpfac == 10.0) {
+    if (game.warpfac == 10.0) {
        prout("Engineer Scott- \"Aye, Captain, we'll try it.\"");
        return;
     }
@@ -680,13 +680,13 @@ void atover(int igrab)
 
     chew();
     /* is captain on planet? */
-    if (landed==1) {
+    if (game.landed==1) {
        if (game.damage[DTRANSP]) {
            finish(FPNOVA);
            return;
        }
        prout("Scotty rushes to the transporter controls.");
-       if (shldup) {
+       if (game.shldup) {
            prout("But with the shields up it's hopeless.");
            finish(FPNOVA);
        }
@@ -697,28 +697,28 @@ void atover(int igrab)
            return;
        }
        prout("SUCCEEDS!");
-       if (imine) {
-           imine = 0;
+       if (game.imine) {
+           game.imine = 0;
            proutn("The crystals mined were ");
            if (Rand() <= 0.25) {
                prout("lost.");
            }
            else {
                prout("saved.");
-               icrystl = 1;
+               game.icrystl = 1;
            }
        }
     }
     if (igrab) return;
 
     /* Check to see if captain in shuttle craft */
-    if (icraft) finish(FSTRACTOR);
-    if (alldone) return;
+    if (game.icraft) finish(FSTRACTOR);
+    if (game.alldone) return;
 
     /* Inform captain of attempt to reach safety */
     skip(1);
     do {
-       if (justin) {
+       if (game.justin) {
            prouts("***RED ALERT!  READ ALERT!");
            skip(1);
            proutn("The ");
@@ -732,7 +732,7 @@ void atover(int igrab)
        skip(1);
        prout("safely out of quadrant.");
        if (game.damage[DRADIO] == 0.0)
-           game.state.galaxy[quadx][quady].charted = TRUE;
+           game.state.galaxy[game.quadx][game.quady].charted = TRUE;
        /* Try to use warp engines */
        if (game.damage[DWARPEN]) {
            skip(1);
@@ -740,21 +740,21 @@ void atover(int igrab)
            finish(FSNOVAED);
            return;
        }
-       warpfac = 6.0+2.0*Rand();
-       wfacsq = warpfac * warpfac;
-       prout("Warp factor set to %d", (int)warpfac);
-       power = 0.75*energy;
-       dist = power/(warpfac*warpfac*warpfac*(shldup+1));
+       game.warpfac = 6.0+2.0*Rand();
+       game.wfacsq = game.warpfac * game.warpfac;
+       prout("Warp factor set to %d", (int)game.warpfac);
+       power = 0.75*game.energy;
+       game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1));
        distreq = 1.4142+Rand();
-       if (distreq < dist) dist = distreq;
-       Time = 10.0*dist/wfacsq;
-       direc = 12.0*Rand();    /* How dumb! */
-       justin = 0;
-       inorbit = 0;
+       if (distreq < game.dist) game.dist = distreq;
+       game.optime = 10.0*game.dist/game.wfacsq;
+       game.direc = 12.0*Rand();       /* How dumb! */
+       game.justin = 0;
+       game.inorbit = 0;
        warp(2);
-       if (justin == 0) {
+       if (game.justin == 0) {
            /* This is bad news, we didn't leave quadrant. */
-           if (alldone) return;
+           if (game.alldone) return;
            skip(1);
            prout("Insufficient energy to leave quadrant.");
            finish(FSNOVAED);
@@ -762,7 +762,7 @@ void atover(int igrab)
        }
     } while 
        /* Repeat if another snova */
-       (game.state.galaxy[quadx][quady].supernova);
+       (game.state.galaxy[game.quadx][game.quady].supernova);
     if (KLINGREM==0) 
        finish(FWON); /* Snova killed remaining enemy. */
 }
@@ -778,34 +778,34 @@ void timwrp()
        game.state = game.snapsht;
        game.state.snap = 0;
        if (game.state.remcom) {
-           game.future[FTBEAM] = game.state.date + expran(intime/game.state.remcom);
-           game.future[FBATTAK] = game.state.date + expran(0.3*intime);
+           game.future[FTBEAM] = game.state.date + expran(game.intime/game.state.remcom);
+           game.future[FBATTAK] = game.state.date + expran(0.3*game.intime);
        }
-       game.future[FSNOVA] = game.state.date + expran(0.5*intime);
+       game.future[FSNOVA] = game.state.date + expran(0.5*game.intime);
        game.future[FSNAP] = game.state.date +expran(0.25*game.state.remtime); /* next snapshot will
                                                                                  be sooner */
        if (game.state.nscrem) game.future[FSCMOVE] = 0.2777;
-       isatb = 0;
+       game.isatb = 0;
        game.future[FCDBAS] = game.future[FSCDBAS] = FOREVER;
-       batx = baty = 0;
+       game.batx = game.baty = 0;
 
        /* Make sure Galileo is consistant -- Snapshot may have been taken
           when on planet, which would give us two Galileos! */
        gotit = 0;
-       for (l = 0; l < inplan; l++) {
+       for (l = 0; l < game.inplan; l++) {
            if (game.state.plnets[l].known == shuttle_down) {
                gotit = 1;
-               if (iscraft==1 && ship==IHE) {
+               if (game.iscraft==1 && game.ship==IHE) {
                    prout("Checkov-  \"Security reports the Galileo has disappeared, Sir!");
-                   iscraft = 0;
+                   game.iscraft = 0;
                }
            }
        }
        /* Likewise, if in the original time the Galileo was abandoned, but
           was on ship earlier, it would have vanished -- lets restore it */
-       if (iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
+       if (game.iscraft==0 && gotit==0 && game.damage[DSHUTTL] >= 0.0) {
            prout("Checkov-  \"Security reports the Galileo has reappeared in the dock!\"");
-           iscraft = 1;
+           game.iscraft = 1;
        }
        /* 
         * There used to be code to do the actual reconstrction here,
@@ -815,11 +815,11 @@ void timwrp()
     }
     else {
        /* Go forward in time */
-       Time = -0.5*intime*log(Rand());
-       prout("You are traveling forward in time %d stardates.", (int)Time);
+       game.optime = -0.5*game.intime*log(Rand());
+       prout("You are traveling forward in time %d stardates.", (int)game.optime);
        /* cheat to make sure no tractor beams occur during time warp */
-       game.future[FTBEAM] += Time;
-       game.damage[DRADIO] += Time;
+       game.future[FTBEAM] += game.optime;
+       game.damage[DRADIO] += game.optime;
     }
     newqad(0);
     events();  /* Stas Sergeev added this -- do pending events */
@@ -830,10 +830,10 @@ void probe(void)
     double angle, bigger;
     int key;
     /* New code to launch a deep space probe */
-    if (nprobes == 0) {
+    if (game.nprobes == 0) {
        chew();
        skip(1);
-       if (ship == IHE) 
+       if (game.ship == IHE) 
            prout("Engineer Scott- \"We have no more deep space probes, Sir.\"");
        else
            prout("Ye Faerie Queene has no deep space probes.");
@@ -848,7 +848,7 @@ void probe(void)
     if (game.future[FDSPROB] != FOREVER) {
        chew();
        skip(1);
-       if (game.damage[DRADIO] != 0 && condit != IHDOCKED) {
+       if (game.damage[DRADIO] != 0 && game.condit != IHDOCKED) {
            prout("Spock-  \"Records show the previous probe has not yet");
            prout("   reached its destination.\"");
        }
@@ -860,41 +860,41 @@ void probe(void)
 
     if (key == IHEOL) {
        /* slow mode, so let Kirk know how many probes there are left */
-       prout(nprobes==1 ? "%d probe left." : "%d probes left.", nprobes);
+       prout(game.nprobes==1 ? "%d probe left." : "%d probes left.", game.nprobes);
        proutn("Are you sure you want to fire a probe? ");
        if (ja()==0) return;
     }
 
-    isarmed = FALSE;
+    game.isarmed = FALSE;
     if (key == IHALPHA && strcmp(citem,"armed") == 0) {
-       isarmed = TRUE;
+       game.isarmed = TRUE;
        key = scan();
     }
     else if (key == IHEOL) {
        proutn("Arm NOVAMAX warhead? ");
-       isarmed = ja();
+       game.isarmed = ja();
     }
     getcd(TRUE, key);
-    if (direc == -1.0) return;
-    nprobes--;
-    angle = ((15.0 - direc) * 0.5235988);
-    probeinx = -sin(angle);
-    probeiny = cos(angle);
-    if (fabs(probeinx) > fabs(probeiny))
-       bigger = fabs(probeinx);
+    if (game.direc == -1.0) return;
+    game.nprobes--;
+    angle = ((15.0 - game.direc) * 0.5235988);
+    game.probeinx = -sin(angle);
+    game.probeiny = cos(angle);
+    if (fabs(game.probeinx) > fabs(game.probeiny))
+       bigger = fabs(game.probeinx);
     else
-       bigger = fabs(probeiny);
+       bigger = fabs(game.probeiny);
                
-    probeiny /= bigger;
-    probeinx /= bigger;
-    proben = 10.0*dist*bigger +0.5;
-    probex = quadx*QUADSIZE + sectx - 1;       // We will use better packing than original
-    probey = quady*QUADSIZE + secty - 1;
-    probecx = quadx;
-    probecy = quady;
+    game.probeiny /= bigger;
+    game.probeinx /= bigger;
+    game.proben = 10.0*game.dist*bigger +0.5;
+    game.probex = game.quadx*QUADSIZE + game.sectx - 1;        // We will use better packing than original
+    game.probey = game.quady*QUADSIZE + game.secty - 1;
+    game.probecx = game.quadx;
+    game.probecy = game.quady;
     game.future[FDSPROB] = game.state.date + 0.01; // Time to move one sector
     prout("Ensign Chekov-  \"The deep space probe is launched, Captain.\"");
-    ididit = 1;
+    game.ididit = 1;
     return;
 }
 
@@ -905,8 +905,8 @@ void help(void)
     int line = 0, l, ix, iy;
 
     chew();
-    /* Test for conditions which prevent calling for help */
-    if (condit == IHDOCKED) {
+    /* Test for game.conditions which prevent calling for help */
+    if (game.condit == IHDOCKED) {
        prout("Lt. Uhura-  \"But Captain, we're already docked.\"");
        return;
     }
@@ -918,50 +918,50 @@ void help(void)
        prout("Lt. Uhura-  \"Captain, I'm not getting any response from Starbase.\"");
        return;
     }
-    if (landed == 1) {
+    if (game.landed == 1) {
        proutn("You must be aboard the ");
        crmshp();
        prout(".");
        return;
     }
     /* OK -- call for help from nearest starbase */
-    nhelp++;
-    if (basex!=0) {
+    game.nhelp++;
+    if (game.basex!=0) {
        /* There's one in this quadrant */
-       ddist = sqrt(square(basex-sectx)+square(basey-secty));
+       ddist = sqrt(square(game.basex-game.sectx)+square(game.basey-game.secty));
     }
     else {
        ddist = FOREVER;
        for_starbases(l) {
-           xdist=10.0*sqrt(square(game.state.baseqx[l]-quadx)+square(game.state.baseqy[l]-quady));
+           xdist=10.0*sqrt(square(game.state.baseqx[l]-game.quadx)+square(game.state.baseqy[l]-game.quady));
            if (xdist < ddist) {
                ddist = xdist;
                line = l;
            }
        }
        /* Since starbase not in quadrant, set up new quadrant */
-       quadx = game.state.baseqx[line];
-       quady = game.state.baseqy[line];
+       game.quadx = game.state.baseqx[line];
+       game.quady = game.state.baseqy[line];
        newqad(1);
     }
     /* dematerialize starship */
-    game.quad[sectx][secty]=IHDOT;
-    proutn("Starbase in %s responds--", cramlc(quadrant, quadx, quady));
+    game.quad[game.sectx][game.secty]=IHDOT;
+    proutn("Starbase in %s responds--", cramlc(quadrant, game.quadx, game.quady));
     proutn("");
     crmshp();
     prout(" dematerializes.");
-    sectx=0;
+    game.sectx=0;
     for (l = 1; l <= 5; l++) {
-       ix = basex+3.0*Rand()-1;
-       iy = basey+3.0*Rand()-1;
+       ix = game.basex+3.0*Rand()-1;
+       iy = game.basey+3.0*Rand()-1;
        if (VALID_SECTOR(ix,iy) && game.quad[ix][iy]==IHDOT) {
            /* found one -- finish up */
-           sectx=ix;
-           secty=iy;
+           game.sectx=ix;
+           game.secty=iy;
            break;
        }
     }
-    if (sectx==0){
+    if (game.sectx==0){
        prout("You have been lost in space...");
        finish(FMATERIALIZE);
        return;
@@ -993,13 +993,13 @@ void help(void)
     }
     if (l > 3) {
        game.quad[ix][iy]=IHQUEST;
-       alive = 0;
+       game.alive = 0;
        drawmaps(1);
        setwnd(message_window);
        finish(FMATERIALIZE);
        return;
     }
-    game.quad[ix][iy]=ship;
+    game.quad[ix][iy]=game.ship;
     textcolor(GREEN);
     prout("succeeds.");
     textcolor(DEFAULT);