#include <math.h>
#include <stdlib.h>
#include <string.h>
+#include <locale.h>
+#include <libintl.h>
#include <curses.h>
#ifdef DATA_DIR
#define SSTDOC DOC_NAME
#endif
+#define _(str) gettext(str)
+
#define min(x, y) ((x)<(y)?(x):(y))
#define max(x, y) ((x)>(y)?(x):(y))
// #define DEBUG
#define PHASEFAC (2.0)
-#define PLNETMAX (10)
#define GALSIZE (8)
+#define NINHAB (GALSIZE * GALSIZE / 2)
+#define MAXUNINHAB (10)
+#define PLNETMAX (NINHAB + MAXUNINHAB)
#define QUADSIZE (10)
#define BASEMAX (5)
#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 <= nenhere; 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; /* Quadrant location of planet */
int y;
enum {M=0, N=1, O=2} pclass;
+ int inhabited; /* if NZ, an index into a name array */
+#define UNINHABITED -1
int crystals; /* has crystals */
+#define MINED -1 /* used to have crystals, but they were mined out */
enum {unknown, known, shuttle_down} known;
} planet;
double date, // stardate
remres, // remaining resources
remtime; // remaining time
- struct {
+ struct quadrant {
int stars;
- int planets;
+ planet *planet;
int starbase;
int klingons;
int romulans;
int supernova;
int charted;
+#ifdef EXPERIMENTAL
+ enum {secure, distressed, enslaved} status;
+#endif /* EXPERIMENTAL */
} galaxy[GALSIZE+1][GALSIZE+1]; // The Galaxy (subscript 0 not used)
struct {
int stars;
} chart[GALSIZE+1][GALSIZE+1]; // the starchart (subscript 0 not used)
} snapshot; // Data that is snapshot
-#define NKILLK (inkling - game.state.remkl)
-#define NKILLC (incom - game.state.remcom)
-#define NKILLSC (inscom - game.state.nscrem)
-#define NKILLROM (inrom - game.state.nromrem)
+#define NKILLK (game.inkling - game.state.remkl)
+#define NKILLC (game.incom - game.state.remcom)
+#define NKILLSC (game.inscom - game.state.nscrem)
+#define NKILLROM (game.inrom - game.state.nromrem)
#define KLINGREM (game.state.remkl + game.state.remcom + game.state.nscrem)
-#define INKLINGTOT (inkling + incom + inscom)
+#define INKLINGTOT (game.inkling + game.incom + game.inscom)
#define KLINGKILLED (INKLINGTOT - KLINGREM)
#define SKILL_NONE 0
#define OPTION_MVBADDY 0x00000100 /* more enemies can move */
#define OPTION_BLKHOLE 0x00000200 /* black hole may timewarp you */
#define OPTION_BASE 0x00000400 /* bases have good shields */
+#define OPTION_WORLDS 0x00000800 /* logic for inhabited worlds */
#define OPTION_PLAIN 0x01000000 /* user chose plain game */
#define OPTION_ALMY 0x02000000 /* user chose Almy variant */
#define FSCMOVE 6 // Supercommander moves (might attack base)
#define FSCDBAS 7 // Supercommander destroys base
#define FDSPROB 8 // Move deep space probe
+#ifndef EXPERIMENTAL
#define NEVENTS (9)
+#else /* EXPERIMENTAL */
+#define FDISTR 9 // Emit distress call from an inhabited world
+#define FENSLV 10 // Inhabited word is enslaved */
+#define FREPRO 11 // Klingons build a ship in an enslaved system
+#define NEVENTS (12)
+#endif /* EXPERIMENTAL */
-// Scalar variables that are needed for freezing the game
-// are placed in a structure. #defines are used to access by their
-// original names. Gee, I could have done this with the d structure,
-// but I just didn't think of it back when I started.
+#ifdef EXPERIMENTAL
+#define MAXDISTR 5 /* maximum concurrent distress calls */
+#endif /* EXPERIMENTAL */
#define SSTMAGIC "SST2.0\n"
-extern WINDOW *curwnd;
-
struct game {
char magic[sizeof(SSTMAGIC)];
unsigned long options;
char passwd[10]; // Self Destruct password
int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
int ky[(QUADSIZE+1)*(QUADSIZE+1)];
- /* members with macro definitions start here */
- int inkling,
- inbase,
- incom,
- inscom,
- inrom,
- instar,
- intorps,
- condit,
- torps,
- ship,
- quadx,
- quady,
- sectx,
- secty,
- length,
- skill,
- basex,
- basey,
- klhere,
- comhere,
- casual,
- nhelp,
- nkinks,
- ididit,
- gamewon,
- alive,
- justin,
- alldone,
- shldchg,
- plnetx,
- plnety,
- inorbit,
- landed,
- iplnet,
- imine,
- inplan,
- nenhere,
- ishere,
- neutz,
- irhere,
- icraft,
- ientesc,
- iscraft,
- isatb,
- iscate,
+ int inkling, // Initial number of klingons
+ inbase, // Initial number of bases
+ incom, // Initial number of commanders
+ inscom, // Initial number of commanders
+ inrom, // Initial number of commanders
+ instar, // Initial stars
+ intorps, // Initial/Max torpedoes
+ condit, // Condition (red/yellow/green/docked)
+ torps, // number of torpedoes
+ ship, // Ship type -- 'E' is Enterprise
+ quadx, // where we are
+ quady, //
+ sectx, // where we are
+ secty, //
+ length, // length of game
+ skill, // skill level
+ basex, // position of base in current quadrant
+ basey, //
+ klhere, // klingons here
+ comhere, // commanders here
+ casual, // causalties
+ nhelp, // calls for help
+ nkinks, // count of energy-barrier crossings
+ ididit, // Action taken -- allows enemy to attack
+ gamewon, // Finished!
+ alive, // We are alive (not killed)
+ justin, // just entered quadrant
+ alldone, // game is now finished
+ shldchg, // shield is changing (affects efficiency)
+ plnetx, // location of planet in quadrant
+ plnety, //
+ inorbit, // orbiting
+ landed, // party on planet (1), on ship (-1)
+ iplnet, // planet # in quadrant
+ imine, // mining
+ inplan, // initial planets
+ nenhere, // number of enemies in quadrant
+ ishere, // super-commander in quandrant
+ neutz, // Romulan Neutral Zone
+ irhere, // Romulans in quadrant
+ icraft, // Kirk in Galileo
+ ientesc, // attempted escape from supercommander
+ iscraft, // =1 if craft on ship, -1 if removed from game
+ isatb, // =1 if super commander is attacking base
+ iscate, // super commander is here
#ifdef DEBUG
- idebug,
+ idebug, // debug mode
#endif
- iattak,
- icrystl,
- tourn,
- thawed,
- batx,
- baty,
- ithere,
- ithx,
- ithy,
- iseenit,
- probecx,
- probecy,
- proben,
- isarmed,
- nprobes;
- double inresor,
- intime,
- inenrg,
- inshld,
- inlsr,
- indate,
- energy,
- shield,
- shldup,
- warpfac,
- wfacsq,
- lsupres,
- dist,
- direc,
- Time,
- docfac,
- resting,
- damfac,
- lastchart,
- cryprob,
- probex,
- probey,
- probeinx,
- probeiny,
- height;
+ iattak, // attack recursion elimination (was cracks[4])
+ icrystl, // dilithium crystals aboard
+ tourn, // tournament number
+ thawed, // thawed game
+ batx, // base coordinates being attacked
+ baty, //
+ ithere, // Tholian is here
+ ithx, // coordinates of Tholian
+ ithy, //
+ iseenit, // seen base attack report
+#ifdef EXPERIMENTAL
+ ndistr, //* count of distress calls */
+#endif /* EXPERIMENTAL */
+ probecx, // current probe quadrant
+ probecy, //
+ proben, // number of moves for probe
+ isarmed, // probe is armed
+ nprobes; // number of probes available
+ double inresor, // initial resources
+ intime, // initial time
+ inenrg, // initial/max energy
+ inshld, // initial/max shield
+ inlsr, // initial life support resources
+ indate, // initial date
+ energy, // energy level
+ shield, // shield level
+ shldup, // shields are up
+ warpfac, // warp speed
+ wfacsq, // squared warp factor
+ lsupres, // life support reserves
+ dist, // movement distance
+ direc, // movement direction
+ optime, // time taken by current operation
+ docfac, // repair factor when docking (constant?)
+ resting, // rest time
+ damfac, // damage factor
+ lastchart, // time star chart was last updated
+ cryprob, // probability that crystal will work
+ probex, // location of probe
+ probey, //
+ probeinx, // probe x,y increment
+ probeiny, //
+ height; // height of orbit around planet
};
extern struct game game;
-#define inkling game.inkling // Initial number of klingons
-#define inbase game.inbase // Initial number of bases
-#define incom game.incom // Initian number of commanders
-#define inscom game.inscom // Initian number of commanders
-#define inrom game.inrom // Initian number of commanders
-#define instar game.instar // Initial stars
-#define intorps game.intorps // Initial/Max torpedoes
-#define condit game.condit // Condition (red/yellow/green/docked)
-#define torps game.torps // number of torpedoes
-#define ship game.ship // Ship type -- 'E' is Enterprise
-#define quadx game.quadx // where we are
-#define quady game.quady //
-#define sectx game.sectx // where we are
-#define secty game.secty //
-#define length game.length // length of game
-#define skill game.skill // skill level
-#define basex game.basex // position of base in current quad
-#define basey game.basey //
-#define klhere game.klhere // klingons here
-#define comhere game.comhere // commanders here
-#define casual game.casual // causalties
-#define nhelp game.nhelp // calls for help
-#define nkinks game.nkinks //
-#define ididit game.ididit // Action taken -- allows enemy to attack
-#define gamewon game.gamewon // Finished!
-#define alive game.alive // We are alive (not killed)
-#define justin game.justin // just entered quadrant
-#define alldone game.alldone // game is now finished
-#define shldchg game.shldchg // shield is changing (affects efficiency)
-#define plnetx game.plnetx // location of planet in quadrant
-#define plnety game.plnety //
-#define inorbit game.inorbit // orbiting
-#define landed game.landed // party on planet (1), on ship (-1)
-#define iplnet game.iplnet // planet # in quadrant
-#define imine game.imine // mining
-#define inplan game.inplan // initial planets
-#define nenhere game.nenhere // Number of enemies in quadrant
-#define ishere game.ishere // Super-commander in quandrant
-#define neutz game.neutz // Romulan Neutral Zone
-#define irhere game.irhere // Romulans in quadrant
-#define icraft game.icraft // Kirk in Galileo
-#define ientesc game.ientesc // Attempted escape from supercommander
-#define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
-#define isatb game.isatb // =1 if SuperCommander is attacking base
-#define iscate game.iscate // Super Commander is here
-#ifdef DEBUG
-#define idebug game.idebug // Debug mode
-#endif
-#define iattak game.iattak // attack recursion elimination (was cracks[4])
-#define icrystl game.icrystl // dilithium crystals aboard
-#define tourn game.tourn // Tournament number
-#define thawed game.thawed // Thawed game
-#define batx game.batx // Base coordinates being attacked
-#define baty game.baty //
-#define ithere game.ithere // Tholean is here
-#define ithx game.ithx // coordinates of tholean
-#define ithy game.ithy
-#define iseenit game.iseenit // Seen base attack report
-#define inresor game.inresor // initial resources
-#define intime game.intime // initial time
-#define inenrg game.inenrg // Initial/Max Energy
-#define inshld game.inshld // Initial/Max Shield
-#define inlsr game.inlsr // initial life support resources
-#define indate game.indate // Initial date
-#define energy game.energy // Energy level
-#define shield game.shield // Shield level
-#define shldup game.shldup // Shields are up
-#define warpfac game.warpfac // Warp speed
-#define wfacsq game.wfacsq // squared warp factor
-#define lsupres game.lsupres // life support reserves
-#define dist game.dist // movement distance
-#define direc game.direc // movement direction
-#define Time game.Time // time taken by current operation
-#define docfac game.docfac // repair factor when docking (constant?)
-#define resting game.resting // rest time
-#define damfac game.damfac // damage factor
-#define lastchart game.lastchart // time star chart was last updated
-#define cryprob game.cryprob // probability that crystal will work
-#define probex game.probex // location of probe
-#define probey game.probey
-#define probecx game.probecx // current probe quadrant
-#define probecy game.probecy
-#define probeinx game.probeinx // Probe x,y increment
-#define probeiny game.probeiny
-#define proben game.proben // number of moves for probe
-#define isarmed game.isarmed // Probe is armed
-#define nprobes game.nprobes // number of probes available
-
/* the following global state doesn't need to be saved */
extern char *device[NDEVICES];
extern int iscore, iskill; // Common PLAQ
#define IHS 'S'
#define IHSTAR '*'
#define IHP 'P'
+#define IHW '@'
#define IHB 'B'
#define IHBLANK ' '
#define IHDOT '.'
void events(void);
void report(void);
void eta(void);
-void help(void);
+void mayday(void);
void abandn(void);
void finish(FINTYPE);
void dstrct(void);
void commandhook(char *, int);
void makechart(void);
void enqueue(char *);
+char *systemname(planet *);
+void newkling(int, int *, int *);
/* mode arguments for srscan() */
#define SCAN_FULL 1
#define SCAN_STATUS 3
#define SCAN_NO_LEFTSIDE 4
-WINDOW *fullscreen_window;
-WINDOW *srscan_window;
-WINDOW *report_window;
-WINDOW *lrscan_window;
-WINDOW *message_window;
-WINDOW *prompt_window;
+extern WINDOW *curwnd;
+extern WINDOW *fullscreen_window;
+extern WINDOW *srscan_window;
+extern WINDOW *report_window;
+extern WINDOW *lrscan_window;
+extern WINDOW *message_window;
+extern WINDOW *prompt_window;
extern void clreol(void);
extern void clrscr(void);
DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
};
-#define DAMAGED 128 /* marker for damaged ship in starmap */
-
#endif