// #define DEBUG
-#define NDEVICES (15) // Number of devices
#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.
+ * They're a step towards de-FORTRANizing the code.
+ */
+#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; 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 */
int snap, // snapshot taken
remkl, // remaining klingons
remcom, // remaining commanders
+ nscrem, // remaining super commanders
rembase, // remaining bases
starkl, // destroyed stars
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
+ 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
nromrem, // Romulans remaining
- nsckill, // super commanders killed
nplankl; // destroyed planets
planet plnets[PLNETMAX]; // Planet information
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 NKILLK (inkling - game.state.remkl)
+#define NKILLC (incom - game.state.remcom)
+#define NKILLSC (inscom - game.state.nscrem)
+#define NKILLROM (inrom - game.state.nromrem)
+#define KLINGREM (game.state.remkl + game.state.remcom + game.state.nscrem)
+#define INKLINGTOT (inkling + incom + inscom)
+#define KLINGKILLED (INKLINGTOT - KLINGREM)
#define SKILL_NONE 0
#define SKILL_NOVICE 1
#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 OPTION_RAMMING 0x00000080 /* enemies may ram Enterprise */
+#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_PLAIN 0x01000000 /* user chose plain game */
+#define OPTION_ALMY 0x02000000 /* user chose Almy variant */
+
+/* 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
+
+#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
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 future[NEVENTS+1]; // future events
+ double damage[NDEVICES]; // damage encountered
+ 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)];
- int starch[GALSIZE+1][GALSIZE+1]; // star chart
/* members with macro definitions start here */
int inkling,
inbase,
incom,
+ inscom,
+ inrom,
instar,
intorps,
condit,
docfac,
resting,
damfac,
- stdamtim,
+ lastchart,
cryprob,
probex,
probey,
probeinx,
- probeiny;
+ probeiny,
+ height;
} 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 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 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
/* 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;
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 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+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);
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);