game.battle.x = game.battle.y = 0;
game.state.date = game.indate = 100.0*(int)(31.0*Rand()+20.0);
game.nkinks = game.nhelp = game.casual = game.abandoned = 0;
- game.resting = game.imine = false;
- game.isatb = game.iscate = game.icrystl = game.icraft = game.state.nplankl = 0;
+ game.resting = game.imine = game.icraft = false;
+ game.isatb = game.iscate = game.icrystl = game.state.nplankl = 0;
game.state.starkl = game.state.basekl = 0;
game.iscraft = 1;
game.landed = -1;
{
int i, j;
coord w;
- struct quadrant *here;
+ struct quadrant *q;
game.iattak = 1;
game.justin = true;
game.klhere = 0;
game.comhere = 0;
game.plnet.x = game.plnet.y = 0;
- game.ishere = 0;
+ game.ishere = false;
game.irhere = 0;
game.iplnet = 0;
game.nenhere = 0;
game.neutz = false;
game.inorbit = false;
game.landed = -1;
- game.ientesc = 0;
- game.ithere = 0;
- iqhere=0;
- iqengry=0;
+ game.ientesc = false;
+ game.ithere = false;
+ iqhere = false;
+ iqengry = false;
game.iseenit = 0;
if (game.iscate) {
// Attempt to escape Super-commander, so tbeam back!
game.iscate = 0;
- game.ientesc = 1;
+ game.ientesc = true;
}
// Clear quadrant
for_sectors(i)
for_sectors(j)
game.quad[i][j] = IHDOT;
- here = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
+ q = &game.state.galaxy[game.quadrant.x][game.quadrant.y];
// cope with supernova
- if (here->supernova)
+ if (q->supernova)
return;
- game.klhere = here->klingons;
- game.irhere = here->romulans;
+ game.klhere = q->klingons;
+ game.irhere = q->romulans;
game.nenhere = game.klhere + game.irhere;
// Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship;
- if (here->klingons) {
+ if (q->klingons) {
// Position ordinary Klingons
for (i = 1; i <= game.klhere; i++)
newkling(i, &w);
game.quad[game.ks[1].x][game.ks[1].y] = IHS;
game.kpower[1] = 1175.0 + 400.0*Rand() + 125.0*game.skill;
game.iscate = game.state.remkl>1;
- game.ishere = 1;
+ game.ishere = true;
}
}
// Put in Romulans if needed
game.kpower[i] = Rand()*400.0 + 450.0 + 50.0*game.skill;
}
// If quadrant needs a starbase, put it in
- if (here->starbase)
+ if (q->starbase)
dropin(IHB, &game.base);
// If quadrant needs a planet, put it in
- if (here->planet != NOPLANET) {
- game.iplnet = here->planet;
- if (game.state.plnets[here->planet].inhabited == UNINHABITED)
+ if (q->planet != NOPLANET) {
+ game.iplnet = q->planet;
+ if (game.state.plnets[q->planet].inhabited == UNINHABITED)
dropin(IHP, &game.plnet);
else
dropin(IHW, &game.plnet);
// Check for game.condition
newcnd();
// And finally the stars
- for (i = 1; i <= here->stars; i++)
+ for (i = 1; i <= q->stars; i++)
dropin(IHSTAR, &w);
// Check for RNZ
- if (game.irhere > 0 && game.klhere == 0 && (here->planet == NOPLANET || game.state.plnets[here->planet].inhabited == UNINHABITED)) {
+ if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
game.neutz = 1;
if (!damaged(DRADIO)) {
skip(1);
game.tholian.y = Rand() > 0.5 ? QUADSIZE : 1;
} while (game.quad[game.tholian.x][game.tholian.y] != IHDOT);
game.quad[game.tholian.x][game.tholian.y] = IHT;
- game.ithere = 1;
+ game.ithere = true;
game.nenhere++;
game.ks[game.nenhere].x = game.tholian.x;
game.ks[game.nenhere].y = game.tholian.y;