*/
#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;
typedef struct {
coord w;
- enum {M=0, N=1, O=2} pclass;
+ enum {destroyed= -1, M=0, N=1, O=2} pclass;
int inhabited; /* if NZ, an index into a name array */
#define UNINHABITED -1
enum {mined=-1, present=0, absent=1} crystals; /* has crystals */
enum {unknown, known, shuttle_down} known;
} planet;
-#define DESTROY(pl) memset(pl, '\0', sizeof(planet))
-
typedef enum {
IHR = 'R',
IHK = 'K',