#define PHASEFAC (2.0)
#define PLNETMAX (10)
-#define NEVENTS (8)
#define GALSIZE (8)
#define QUADSIZE (10)
-#define BASEMAX (6)
+#define BASEMAX (5)
/*
* These macros hide the difference between 0-origin and 1-origin addressing.
*/
#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+1; i++)
-#define for_sectors(i) for (i = 1; i < QUADSIZE+1; i++)
+#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_starbases(i) for (i = 1; i <= game.state.rembase; i++)
typedef struct {
int x; /* Quadrant location of planet */
killk, // Klingons killed
killc, // commanders killed
cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
- baseqx[BASEMAX], // Base quadrant X
- baseqy[BASEMAX], // Base quadrant Y
+ baseqx[BASEMAX+1], // Base quadrant X
+ baseqy[BASEMAX+1], // Base quadrant Y
isx, isy, // Coordinate of Super Commander
nscrem, // remaining super commanders
nromkl, // Romulans killed
#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 OPTION_SHOWME 0x00000040 /* bracket Enterprise in chart */
/* Define devices */
#define DSRSENS 0
#define DDSP 14 // Added deep space probe
#define NDEVICES (15) // Number of devices
+#define FOREVER 1e30
+
+/* Define future events */
+#define FSPY 0 // Spy event happens always (no future[] entry)
+ // can cause SC to tractor beam Enterprise
+#define FSNOVA 1 // Supernova
+#define FTBEAM 2 // Commander tractor beams Enterprise
+#define FSNAP 3 // Snapshot for time warp
+#define FBATTAK 4 // Commander attacks base
+#define FCDBAS 5 // Commander destroys base
+#define FSCMOVE 6 // Supercommander moves (might attack base)
+#define FSCDBAS 7 // Supercommander destroys base
+#define FDSPROB 8 // Move deep space probe
+#define NEVENTS (9)
+
// 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,
double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
double damage[NDEVICES]; // damage encountered
- double future[NEVENTS+1]; // future events
+ double future[NEVENTS]; // future events
char passwd[10]; // Self Destruct password
int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
int ky[(QUADSIZE+1)*(QUADSIZE+1)];
docfac,
resting,
damfac,
- stdamtim,
+ lastchart,
cryprob,
probex,
probey,
} 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 instar game.instar // Initial stars
+#define inbase game.inbase // Initial number of bases
+#define incom game.incom // 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 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 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 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 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 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 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
+#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
+#define idebug game.idebug // Debug mode
#endif
-#define iattak game.iattak // attack recursion elimination (was cracks[4])
+#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 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 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 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 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 stdamtim game.stdamtim // time that star chart was damaged
+#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 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 proben game.proben // number of moves for probe
#define isarmed game.isarmed // Probe is armed
#define nprobes game.nprobes // number of probes available
FHOLE} FINTYPE ;
enum loctype {neither, quadrant, sector};
-/* Define future events */
-#define FSPY 0 // Spy event happens always (no future[] entry)
- // can cause SC to tractor beam Enterprise
-#define FSNOVA 1 // Supernova
-#define FTBEAM 2 // Commander tractor beams Enterprise
-#define FSNAP 3 // Snapshot for time warp
-#define FBATTAK 4 // Commander attacks base
-#define FCDBAS 5 // Commander destroys base
-#define FSCMOVE 6 // Supercommander moves (might attack base)
-#define FSCDBAS 7 // Supercommander destroys base
-#define FDSPROB 8 // Move deep space probe
-
#ifdef INCLUDED
char *device[NDEVICES] = {
"S. R. Sensors",
void deadkl(int, int, int, int, int);
void timwrp(void);
void movcom(void);
-void torpedo(double, double, int, int, double *, int, int, int);
+void torpedo(double, double, int, int, double *, int, int);
void huh(void);
void pause_game(int);
void nova(int, int);
int isit(char *);
void preport(void);
void orbit(void);
-void sensor(int);
+void sensor(void);
void drawmaps(short);
void beam(void);
void mine(void);
void setwnd(WINDOW *);
void warble(void);
void boom(int ii, int jj);
-void tracktorpedo(int x, int y, int ix, int iy, int wait, int l, int i, int n, int iquad);
+void tracktorpedo(int ix, int iy, int l, int i, int n, int iquad);
void cgetline(char *, int);
void waitfor(void);
void setpassword(void);