// #define DEBUG
-#define NDEVICES (15) // Number of devices
#define PHASEFAC (2.0)
#define PLNETMAX (10)
#define NEVENTS (8)
basekl, // destroyed bases
killk, // Klingons killed
killc, // commanders killed
- galaxy[GALSIZE+1][GALSIZE+1], // The Galaxy (subscript 0 not used)
cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
baseqx[BASEMAX], // Base quadrant X
baseqy[BASEMAX], // Base quadrant Y
- newstuf[GALSIZE+1][GALSIZE+1], // Extended galaxy goodies
isx, isy, // Coordinate of Super Commander
nscrem, // remaining super commanders
nromkl, // Romulans killed
double date, // stardate
remres, // remaining resources
remtime; // remaining time
+ struct {
+ int stars;
+ int planets;
+ int starbase;
+ int klingons;
+ int romulans;
+ int supernova;
+ int charted;
+ } galaxy[GALSIZE+1][GALSIZE+1]; // The Galaxy (subscript 0 not used)
+ struct {
+ int stars;
+ int starbase;
+ int klingons;
+ } chart[GALSIZE+1][GALSIZE+1]; // the starchart (subscript 0 not used)
} snapshot; // Data that is snapshot
-/*
- * This is how the integers in the galaxy array are encoded.
- * Someday these should turn into structure fields.
- */
-#define SUPERNOVA_PLACE 1000
-#define KLINGON_PLACE 100
-#define BASE_PLACE 10
-#define STAR_PLACE 1
-#define KLINGONS(n) ((n)/KLINGON_PLACE)
-#define BASES(n) (((n)%KLINGON_PLACE)/BASE_PLACE)
-#define STARS(n) ((n)%BASE_PLACE)
-#define NOEXIT(s) ((s) > 899) /* supernova or >8 Klingons */
-
-/* for newstuff */
-#define ROMULAN_PLACE 10
-#define ROMULANS(n) ((n)/ROMULAN_PLACE)
-
-/* for starch */
-#define CHART_UNKNOWN -1
-
#define SKILL_NONE 0
#define SKILL_NOVICE 1
#define SKILL_FAIR 2
#define SKILL_EXPERT 4
#define SKILL_EMERITUS 5
+/* game options */
+#define OPTION_ALL 0xffffffff
+#define OPTION_TTY 0x00000001 /* old interface */
+#define OPTION_CURSES 0x00000002 /* new interface */
+#define OPTION_IOMODES 0x00000003 /* cover both interfaces */
+#define OPTION_PLANETS 0x00000004 /* planets and mining */
+#define OPTION_THOLIAN 0x00000008 /* Tholians and their webs */
+#define OPTION_THINGY 0x00000010 /* Space Thingy can shoot back */
+#define OPTION_PROBE 0x00000020 /* deep-space probes */
+
+/* Define devices */
+#define DSRSENS 0
+#define DLRSENS 1
+#define DPHASER 2
+#define DPHOTON 3
+#define DLIFSUP 4
+#define DWARPEN 5
+#define DIMPULS 6
+#define DSHIELD 7
+#define DRADIO 8
+#define DSHUTTL 9
+#define DCOMPTR 10
+#define DTRANSP 11
+#define DSHCTRL 12
+#define DDRAY 13 // Added deathray
+#define DDSP 14 // Added deep space probe
+#define NDEVICES (15) // Number of devices
+
// 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,
EXTERN struct {
char magic[sizeof(SSTMAGIC)];
+ unsigned long options;
snapshot state;
snapshot snapsht;
char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
double kpower[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy energy levels
double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
- double damage[NDEVICES+1]; // damage encountered
+ double damage[NDEVICES]; // damage encountered
double future[NEVENTS+1]; // future events
char passwd[10]; // Self Destruct password
int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
int ky[(QUADSIZE+1)*(QUADSIZE+1)];
- int starch[GALSIZE+1][GALSIZE+1]; // star chart
/* members with macro definitions start here */
int inkling,
inbase,
justin,
alldone,
shldchg,
- thingx,
- thingy,
plnetx,
plnety,
inorbit,
batx,
baty,
ithere,
- iqhere,
- iqengry,
ithx,
ithy,
iseenit,
#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 thingx game.thingx // location of strange object in galaxy
-#define thingy game.thingy //
#define plnetx game.plnetx // location of planet in quadrant
#define plnety game.plnety //
#define inorbit game.inorbit // orbiting
#define ishere game.ishere // Super-commander in quandrant
#define neutz game.neutz // Romulan Neutral Zone
#define irhere game.irhere // Romulans in quadrant
-#define iqhere game.iqhere // Thing in quadrant
-#define iqengry game.iqengry // Thing attacking
#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 nprobes game.nprobes // number of probes available
/* the following global state doesn't need to be saved */
-EXTERN char *device[NDEVICES+1];
+EXTERN char *device[NDEVICES];
EXTERN int iscore, iskill; // Common PLAQ
EXTERN double perdate;
EXTERN double aaitem;
EXTERN char citem[10];
+/* the Space Thingy's global state should *not* be saved! */
+EXTERN int thingx, thingy, iqhere, iqengry;
+
typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
FHOLE} FINTYPE ;
enum loctype {neither, quadrant, sector};
-/* Define devices */
-#define DSRSENS 1
-#define DLRSENS 2
-#define DPHASER 3
-#define DPHOTON 4
-#define DLIFSUP 5
-#define DWARPEN 6
-#define DIMPULS 7
-#define DSHIELD 8
-#define DRADIO 9
-#define DSHUTTL 10
-#define DCOMPTR 11
-#define DTRANSP 12
-#define DSHCTRL 13
-#define DDRAY 14 // Added deathray
-#define DDSP 15 // Added deep space probe
-
/* Define future events */
#define FSPY 0 // Spy event happens always (no future[] entry)
// can cause SC to tractor beam Enterprise
#define FDSPROB 8 // Move deep space probe
#ifdef INCLUDED
-char *device[NDEVICES+1] = {
- "",
+char *device[NDEVICES] = {
"S. R. Sensors",
"L. R. Sensors",
"Phasers",
"Computer",
"Transporter",
"Shield Control",
- "Death Ray",
- "D. S. Probe"};
+ "Death Ray",
+ "D. S. Probe"};
#endif
#ifndef TRUE
void dock(int);
void dreprt(void);
void chart(int);
+void rechart(void);
void impuls(void);
void wait(void);
void setwrp(void);
int isit(char *);
void preport(void);
void orbit(void);
-void sensor(void);
+void sensor(int);
void drawmaps(short);
void beam(void);
void mine(void);
void attakreport(int);
void movetho(void);
void probe(void);
-void iostart(int);
+void iostart(void);
void setwnd(WINDOW *);
void warble(void);
void boom(int ii, int jj);