6 #define EXTERN extern
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13 #define NDEVICES (15) // Number of devices
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14 #define PHASEFAC (2.0)
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15 #define PLNETMAX (10)
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19 int x; /* Quadrant location of planet */
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21 enum {M=0, N=1, O=2} pclass;
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22 int crystals; /* has crystals */
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23 enum {unknown, known, shuttle_down} known;
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26 #define DESTROY(pl) memset(pl, '\0', sizeof(planet))
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29 int snap, // snapshot taken
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30 remkl, // remaining klingons
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31 remcom, // remaining commanders
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32 rembase, // remaining bases
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33 starkl, // destroyed stars
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34 basekl, // destroyed bases
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35 killk, // Klingons killed
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36 killc, // commanders killed
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37 galaxy[9][9], // The Galaxy (subscript 0 not used)
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38 cx[11],cy[11], // Commander quadrant coordinates
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39 baseqx[6], // Base quadrant X
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40 baseqy[6], // Base quadrant Y
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41 newstuf[9][9], // Extended galaxy goodies
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42 isx, isy, // Coordinate of Super Commander
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43 nscrem, // remaining super commanders
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44 nromkl, // Romulans killed
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45 nromrem, // Romulans remaining
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46 nsckill, // super commanders killed
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47 nplankl; // destroyed planets
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48 planet plnets[PLNETMAX]; // Planet information
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49 double date, // stardate
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50 remres, // remaining resources
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51 remtime; // remaining time
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52 } snapshot; // Data that is snapshot
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54 // Scalar variables that are needed for freezing the game
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55 // are placed in a structure. #defines are used to access by their
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56 // original names. Gee, I could have done this with the d structure,
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57 // but I just didn't think of it back when I started.
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59 #define SSTMAGIC "SST2.0\n"
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62 char magic[sizeof(SSTMAGIC)];
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65 char quad[11][11]; // contents of our quadrant
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66 double kpower[21]; // enemy energy levels
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67 double kdist[21]; // enemy distances
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68 double kavgd[21]; // average distances
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69 double damage[NDEVICES+1]; // damage encountered
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70 double future[NEVENTS+1]; // future events
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71 char passwd[10]; // Self Destruct password
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72 int kx[21]; // enemy sector locations
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74 int starch[9][9]; // star chart
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75 /* members with macro definitions start here */
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165 #define inkling game.inkling // Initial number of klingons
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166 #define inbase game.inbase // Initial number of bases
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167 #define incom game.incom // Initian number of commanders
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168 #define instar game.instar // Initial stars
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169 #define intorps game.intorps // Initial/Max torpedoes
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170 #define condit game.condit // Condition (red, yellow, green docked)
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171 #define torps game.torps // number of torpedoes
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172 #define ship game.ship // Ship type -- 'E' is Enterprise
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173 #define quadx game.quadx // where we are
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174 #define quady game.quady //
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175 #define sectx game.sectx // where we are
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176 #define secty game.secty //
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177 #define length game.length // length of game
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178 #define skill game.skill // skill level
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179 #define basex game.basex // position of base in current quad
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180 #define basey game.basey //
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181 #define klhere game.klhere // klingons here
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182 #define comhere game.comhere // commanders here
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183 #define casual game.casual // causalties
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184 #define nhelp game.nhelp // calls for help
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185 #define nkinks game.nkinks //
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186 #define ididit game.ididit // Action taken -- allows enemy to attack
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187 #define gamewon game.gamewon // Finished!
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188 #define alive game.alive // We are alive (not killed)
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189 #define justin game.justin // just entered quadrant
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190 #define alldone game.alldone // game is now finished
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191 #define shldchg game.shldchg // shield is changing (affects efficiency)
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192 #define thingx game.thingx // location of strange object in galaxy
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193 #define thingy game.thingy //
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194 #define plnetx game.plnetx // location of planet in quadrant
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195 #define plnety game.plnety //
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196 #define inorbit game.inorbit // orbiting
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197 #define landed game.landed // party on planet (1), on ship (-1)
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198 #define iplnet game.iplnet // planet # in quadrant
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199 #define imine game.imine // mining
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200 #define inplan game.inplan // initial planets
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201 #define nenhere game.nenhere // Number of enemies in quadrant
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202 #define ishere game.ishere // Super-commander in quandrant
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203 #define neutz game.neutz // Romulan Neutral Zone
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204 #define irhere game.irhere // Romulans in quadrant
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205 #define icraft game.icraft // Kirk in Galileo
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206 #define ientesc game.ientesc // Attempted escape from supercommander
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207 #define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
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208 #define isatb game.isatb // =1 if SuperCommander is attacking base
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209 #define iscate game.iscate // Super Commander is here
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211 #define idebug game.idebug // Debug mode
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213 #define iattak game.iattak // attack recursion elimination (was cracks[4])
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214 #define icrystl game.icrystl // dilithium crystals aboard
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215 #define tourn game.tourn // Tournament number
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216 #define thawed game.thawed // Thawed game
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217 #define batx game.batx // Base coordinates being attacked
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218 #define baty game.baty //
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219 #define ithere game.ithere // Tholean is here
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220 #define ithx game.ithx // coordinates of tholean
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221 #define ithy game.ithy
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222 #define iseenit game.iseenit // Seen base attack report
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223 #define inresor game.inresor // initial resources
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224 #define intime game.intime // initial time
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225 #define inenrg game.inenrg // Initial/Max Energy
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226 #define inshld game.inshld // Initial/Max Shield
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227 #define inlsr game.inlsr // initial life support resources
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228 #define indate game.indate // Initial date
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229 #define energy game.energy // Energy level
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230 #define shield game.shield // Shield level
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231 #define shldup game.shldup // Shields are up
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232 #define warpfac game.warpfac // Warp speed
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233 #define wfacsq game.wfacsq // squared warp factor
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234 #define lsupres game.lsupres // life support reserves
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235 #define dist game.dist // movement distance
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236 #define direc game.direc // movement direction
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237 #define Time game.Time // time taken by current operation
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238 #define docfac game.docfac // repair factor when docking (constant?)
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239 #define resting game.resting // rest time
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240 #define damfac game.damfac // damage factor
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241 #define stdamtim game.stdamtim // time that star chart was damaged
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242 #define cryprob game.cryprob // probability that crystal will work
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243 #define probex game.probex // location of probe
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244 #define probey game.probey
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245 #define probecx game.probecx // current probe quadrant
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246 #define probecy game.probecy
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247 #define probeinx game.probeinx // Probe x,y increment
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248 #define probeiny game.probeiny
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249 #define proben game.proben // number of moves for probe
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250 #define isarmed game.isarmed // Probe is armed
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251 #define nprobes game.nprobes // number of probes available
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253 /* the following global state doesn't need to be saved */
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254 EXTERN int fromcommandline; // Game start from command line options
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255 EXTERN char *device[NDEVICES+1];
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256 EXTERN int iscore, iskill; // Common PLAQ
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257 EXTERN double perdate;
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258 EXTERN double aaitem;
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259 EXTERN char citem[10];
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261 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
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262 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
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263 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
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264 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
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267 /* Define devices */
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281 #define DDRAY 14 // Added deathray
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282 #define DDSP 15 // Added deep space probe
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284 /* Define future events */
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285 #define FSPY 0 // Spy event happens always (no future[] entry)
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286 // can cause SC to tractor beam Enterprise
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287 #define FSNOVA 1 // Supernova
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288 #define FTBEAM 2 // Commander tractor beams Enterprise
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289 #define FSNAP 3 // Snapshot for time warp
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290 #define FBATTAK 4 // Commander attacks base
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291 #define FCDBAS 5 // Commander destroys base
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292 #define FSCMOVE 6 // Supercommander moves (might attack base)
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293 #define FSCDBAS 7 // Supercommander destroys base
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294 #define FDSPROB 8 // Move deep space probe
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297 char *device[NDEVICES+1] = {
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326 #define IHBLANK ' '
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328 #define IHQUEST '?'
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333 #define IHGREEN 'G'
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334 #define IHYELLOW 'Y'
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336 #define IHDOCKED 'D'
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339 /* Function prototypes */
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348 void phasers(void);
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351 void doshield(int);
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363 void finish(FINTYPE);
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371 #define IHALPHA (1)
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376 void prout(char *s);
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377 void proutn(char *s);
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383 void cramlc(int, int, int);
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384 double expran(double);
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386 void iran8(int *, int *);
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387 void iran10(int *, int *);
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388 double square(double);
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389 void dropin(int, int*, int*);
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393 void ram(int, int, int, int);
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394 void crmena(int, int, int, int, int);
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395 void deadkl(int, int, int, int, int);
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398 void torpedo(double, double, int, int, double *);
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399 void cramf(double, int, int);
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400 void crami(int, int);
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403 void nova(int, int);
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404 void snova(int, int);
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406 void hittem(double *);
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407 void prouts(char *);
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409 void preport(void);
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414 void usecrystals(void);
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415 void shuttle(void);
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416 void deathray(void);
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417 void debugme(void);
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418 void attakreport(void);
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419 void movetho(void);
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