10 #define SSTDOC DATA_DIR"/"DOC_NAME
12 #define SSTDOC DOC_NAME
15 #define min(x, y) ((x)<(y)?(x):(y))
16 #define max(x, y) ((x)>(y)?(x):(y))
20 #define PHASEFAC (2.0)
27 * These macros hide the difference between 0-origin and 1-origin addressing.
28 * They're a step towards de-FORTRANizing the code.
30 #define VALID_QUADRANT(x, y) ((x)>=1 && (x)<=GALSIZE && (y)>=1 && (y)<=GALSIZE)
31 #define VALID_SECTOR(x, y) ((x)>=1 && (x)<=QUADSIZE && (y)>=1 && (y)<=QUADSIZE)
32 #define for_quadrants(i) for (i = 1; i <= GALSIZE; i++)
33 #define for_sectors(i) for (i = 1; i <= QUADSIZE; i++)
34 #define for_commanders(i) for (i = 1; i <= game.state.remcom; i++)
35 #define for_local_enemies(i) for (i = 1; i <= nenhere; i++)
36 #define for_starbases(i) for (i = 1; i <= game.state.rembase; i++)
39 int x; /* Quadrant location of planet */
41 enum {M=0, N=1, O=2} pclass;
42 int crystals; /* has crystals */
43 enum {unknown, known, shuttle_down} known;
46 #define DESTROY(pl) memset(pl, '\0', sizeof(planet))
49 int snap, // snapshot taken
50 remkl, // remaining klingons
51 remcom, // remaining commanders
52 nscrem, // remaining super commanders
53 rembase, // remaining bases
54 starkl, // destroyed stars
55 basekl, // destroyed bases
56 cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
57 baseqx[BASEMAX+1], // Base quadrant X
58 baseqy[BASEMAX+1], // Base quadrant Y
59 isx, isy, // Coordinate of Super Commander
60 nromrem, // Romulans remaining
61 nplankl; // destroyed planets
62 planet plnets[PLNETMAX]; // Planet information
63 double date, // stardate
64 remres, // remaining resources
65 remtime; // remaining time
74 } galaxy[GALSIZE+1][GALSIZE+1]; // The Galaxy (subscript 0 not used)
79 } chart[GALSIZE+1][GALSIZE+1]; // the starchart (subscript 0 not used)
80 } snapshot; // Data that is snapshot
82 #define NKILLK (inkling - game.state.remkl)
83 #define NKILLC (incom - game.state.remcom)
84 #define NKILLSC (inscom - game.state.nscrem)
85 #define NKILLROM (inrom - game.state.nromrem)
86 #define KLINGREM (game.state.remkl + game.state.remcom + game.state.nscrem)
87 #define INKLINGTOT (inkling + incom + inscom)
88 #define KLINGKILLED (INKLINGTOT - KLINGREM)
91 #define SKILL_NOVICE 1
94 #define SKILL_EXPERT 4
95 #define SKILL_EMERITUS 5
98 #define OPTION_ALL 0xffffffff
99 #define OPTION_TTY 0x00000001 /* old interface */
100 #define OPTION_CURSES 0x00000002 /* new interface */
101 #define OPTION_IOMODES 0x00000003 /* cover both interfaces */
102 #define OPTION_PLANETS 0x00000004 /* planets and mining */
103 #define OPTION_THOLIAN 0x00000008 /* Tholians and their webs */
104 #define OPTION_THINGY 0x00000010 /* Space Thingy can shoot back */
105 #define OPTION_PROBE 0x00000020 /* deep-space probes */
106 #define OPTION_SHOWME 0x00000040 /* bracket Enterprise in chart */
107 #define OPTION_RAMMING 0x00000080 /* enemies may ram Enterprise */
108 #define OPTION_MVBADDY 0x00000100 /* more enemies can move */
109 #define OPTION_BLKHOLE 0x00000200 /* black hole may timewarp you */
110 #define OPTION_BASE 0x00000400 /* bases have good shields */
111 #define OPTION_PLAIN 0x01000000 /* user chose plain game */
112 #define OPTION_ALMY 0x02000000 /* user chose Almy variant */
128 #define DDRAY 13 // Added deathray
129 #define DDSP 14 // Added deep space probe
130 #define NDEVICES (15) // Number of devices
134 /* Define future events */
135 #define FSPY 0 // Spy event happens always (no future[] entry)
136 // can cause SC to tractor beam Enterprise
137 #define FSNOVA 1 // Supernova
138 #define FTBEAM 2 // Commander tractor beams Enterprise
139 #define FSNAP 3 // Snapshot for time warp
140 #define FBATTAK 4 // Commander attacks base
141 #define FCDBAS 5 // Commander destroys base
142 #define FSCMOVE 6 // Supercommander moves (might attack base)
143 #define FSCDBAS 7 // Supercommander destroys base
144 #define FDSPROB 8 // Move deep space probe
147 // Scalar variables that are needed for freezing the game
148 // are placed in a structure. #defines are used to access by their
149 // original names. Gee, I could have done this with the d structure,
150 // but I just didn't think of it back when I started.
152 #define SSTMAGIC "SST2.0\n"
154 extern WINDOW *curwnd;
157 char magic[sizeof(SSTMAGIC)];
158 unsigned long options;
161 char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
162 double kpower[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy energy levels
163 double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
164 double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
165 double damage[NDEVICES]; // damage encountered
166 double future[NEVENTS]; // future events
167 char passwd[10]; // Self Destruct password
168 int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
169 int ky[(QUADSIZE+1)*(QUADSIZE+1)];
170 /* members with macro definitions start here */
260 extern struct game game;
262 #define inkling game.inkling // Initial number of klingons
263 #define inbase game.inbase // Initial number of bases
264 #define incom game.incom // Initian number of commanders
265 #define inscom game.inscom // Initian number of commanders
266 #define inrom game.inrom // Initian number of commanders
267 #define instar game.instar // Initial stars
268 #define intorps game.intorps // Initial/Max torpedoes
269 #define condit game.condit // Condition (red/yellow/green/docked)
270 #define torps game.torps // number of torpedoes
271 #define ship game.ship // Ship type -- 'E' is Enterprise
272 #define quadx game.quadx // where we are
273 #define quady game.quady //
274 #define sectx game.sectx // where we are
275 #define secty game.secty //
276 #define length game.length // length of game
277 #define skill game.skill // skill level
278 #define basex game.basex // position of base in current quad
279 #define basey game.basey //
280 #define klhere game.klhere // klingons here
281 #define comhere game.comhere // commanders here
282 #define casual game.casual // causalties
283 #define nhelp game.nhelp // calls for help
284 #define nkinks game.nkinks //
285 #define ididit game.ididit // Action taken -- allows enemy to attack
286 #define gamewon game.gamewon // Finished!
287 #define alive game.alive // We are alive (not killed)
288 #define justin game.justin // just entered quadrant
289 #define alldone game.alldone // game is now finished
290 #define shldchg game.shldchg // shield is changing (affects efficiency)
291 #define plnetx game.plnetx // location of planet in quadrant
292 #define plnety game.plnety //
293 #define inorbit game.inorbit // orbiting
294 #define landed game.landed // party on planet (1), on ship (-1)
295 #define iplnet game.iplnet // planet # in quadrant
296 #define imine game.imine // mining
297 #define inplan game.inplan // initial planets
298 #define nenhere game.nenhere // Number of enemies in quadrant
299 #define ishere game.ishere // Super-commander in quandrant
300 #define neutz game.neutz // Romulan Neutral Zone
301 #define irhere game.irhere // Romulans in quadrant
302 #define icraft game.icraft // Kirk in Galileo
303 #define ientesc game.ientesc // Attempted escape from supercommander
304 #define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
305 #define isatb game.isatb // =1 if SuperCommander is attacking base
306 #define iscate game.iscate // Super Commander is here
308 #define idebug game.idebug // Debug mode
310 #define iattak game.iattak // attack recursion elimination (was cracks[4])
311 #define icrystl game.icrystl // dilithium crystals aboard
312 #define tourn game.tourn // Tournament number
313 #define thawed game.thawed // Thawed game
314 #define batx game.batx // Base coordinates being attacked
315 #define baty game.baty //
316 #define ithere game.ithere // Tholean is here
317 #define ithx game.ithx // coordinates of tholean
318 #define ithy game.ithy
319 #define iseenit game.iseenit // Seen base attack report
320 #define inresor game.inresor // initial resources
321 #define intime game.intime // initial time
322 #define inenrg game.inenrg // Initial/Max Energy
323 #define inshld game.inshld // Initial/Max Shield
324 #define inlsr game.inlsr // initial life support resources
325 #define indate game.indate // Initial date
326 #define energy game.energy // Energy level
327 #define shield game.shield // Shield level
328 #define shldup game.shldup // Shields are up
329 #define warpfac game.warpfac // Warp speed
330 #define wfacsq game.wfacsq // squared warp factor
331 #define lsupres game.lsupres // life support reserves
332 #define dist game.dist // movement distance
333 #define direc game.direc // movement direction
334 #define Time game.Time // time taken by current operation
335 #define docfac game.docfac // repair factor when docking (constant?)
336 #define resting game.resting // rest time
337 #define damfac game.damfac // damage factor
338 #define lastchart game.lastchart // time star chart was last updated
339 #define cryprob game.cryprob // probability that crystal will work
340 #define probex game.probex // location of probe
341 #define probey game.probey
342 #define probecx game.probecx // current probe quadrant
343 #define probecy game.probecy
344 #define probeinx game.probeinx // Probe x,y increment
345 #define probeiny game.probeiny
346 #define proben game.proben // number of moves for probe
347 #define isarmed game.isarmed // Probe is armed
348 #define nprobes game.nprobes // number of probes available
350 /* the following global state doesn't need to be saved */
351 extern char *device[NDEVICES];
352 extern int iscore, iskill; // Common PLAQ
353 extern double perdate;
354 extern double aaitem;
355 extern char citem[10];
357 /* the Space Thingy's global state should *not* be saved! */
358 extern int thingx, thingy, iqhere, iqengry;
360 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
361 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
362 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
363 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
365 enum loctype {neither, quadrant, sector};
396 /* Function prototypes */
421 void finish(FINTYPE);
434 void prout(char *, ...);
435 void proutn(char *, ...);
441 char *cramlc(enum loctype, int, int);
442 double expran(double);
444 void iran(int, int *, int *);
445 #define square(i) ((i)*(i))
446 void dropin(int, int*, int*);
450 void ram(int, int, int, int);
451 void crmena(int, int, int, int, int);
452 void deadkl(int, int, int, int, int);
455 void torpedo(double, double, int, int, double *, int, int);
457 void pause_game(int);
459 void snova(int, int);
461 void hittem(double *);
462 void prouts(char *, ...);
467 void drawmaps(short);
470 void usecrystals(void);
474 void attakreport(int);
478 void setwnd(WINDOW *);
480 void boom(int ii, int jj);
481 void tracktorpedo(int ix, int iy, int l, int i, int n, int iquad);
482 void cgetline(char *, int);
484 void setpassword(void);
485 void commandhook(char *, int);
486 void makechart(void);
487 void enqueue(char *);
489 /* mode arguments for srscan() */
491 #define SCAN_REQUEST 2
492 #define SCAN_STATUS 3
493 #define SCAN_NO_LEFTSIDE 4
495 WINDOW *fullscreen_window;
496 WINDOW *srscan_window;
497 WINDOW *report_window;
498 WINDOW *lrscan_window;
499 WINDOW *message_window;
500 WINDOW *prompt_window;
502 extern void clreol(void);
503 extern void clrscr(void);
504 extern void textcolor(int color);
505 extern void highvideo(void);
509 BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY,
510 DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
513 #define DAMAGED 128 /* marker for damaged ship in starmap */