*/
#define VALID_QUADRANT(x, y) ((x)>=1 && (x)<=GALSIZE && (y)>=1 && (y)<=GALSIZE)
#define VALID_SECTOR(x, y) ((x)>=1 && (x)<=QUADSIZE && (y)>=1 && (y)<=QUADSIZE)
-#define for_quadrants(i) for (i = 1; i <= GALSIZE; i++)
-#define for_sectors(i) for (i = 1; i <= QUADSIZE; i++)
-#define for_commanders(i) for (i = 1; i <= game.state.remcom; i++)
-#define for_local_enemies(i) for (i = 1; i <= game.nenhere; i++)
-#define for_starbases(i) for (i = 1; i <= game.state.rembase; i++)
typedef struct {int x; int y;} coord;
extern void warp(bool);
extern void doshield(bool);
extern void dock(bool);
-extern void dreprt(void);
+extern void damagereport(void);
extern void chart(void);
extern void rechart(void);
-extern void impuls(void);
+extern void impulse(void);
extern void wait(void);
-extern void setwrp(void);
+extern void setwarp(void);
extern void events(void);
extern void report(void);
extern void eta(void);
extern void mayday(void);
-extern void abandn(void);
+extern void abandon(void);
extern void finish(FINTYPE);
extern void selfdestruct(void);
extern void kaboom(void);
extern coord randplace(int);
extern coord dropin(feature);
extern void newcnd(void);
-extern void sortkl(void);
+extern void sortklings(void);
extern void imove(bool);
extern void ram(bool, feature, coord);
extern void crmena(bool, feature, enum loctype, coord w);
extern void pause_reset(void);
extern void pause_game(bool);
extern void nova(coord);
-extern void snova(bool, coord *);
-extern void scom(void);
+extern void supernova(bool, coord *);
+extern void supercommander(void);
extern void hittem(double *);
extern bool isit(char *);
-extern void preport(void);
+extern void survey(void);
extern void orbit(void);
extern void sensor(void);
extern void drawmaps(int);
extern void shuttle(void);
extern void deathray(void);
extern void debugme(void);
-extern void attakreport(bool);
-extern void movetho(void);
+extern void attackreport(bool);
+extern void movetholian(void);
extern void probe(void);
extern void iostart(void);
extern void setwnd(WINDOW *);