-#ifndef __SST_H__
-
-#include <stdio.h>
-#include <math.h>
-#include <stdlib.h>
-#include <string.h>
-#include <curses.h>
-
-#ifdef DATA_DIR
-#define SSTDOC DATA_DIR"/"DOC_NAME
-#else
-#define SSTDOC DOC_NAME
-#endif
-
-#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 QUADSIZE (10)
-#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 y;
- enum {M=0, N=1, O=2} pclass;
- int crystals; /* has crystals */
- enum {unknown, known, shuttle_down} known;
-} planet;
-
-#define DESTROY(pl) memset(pl, '\0', sizeof(planet))
-
-typedef struct {
- int snap, // snapshot taken
- remkl, // remaining klingons
- remcom, // remaining commanders
- nscrem, // remaining super commanders
- rembase, // remaining bases
- starkl, // destroyed stars
- basekl, // destroyed bases
- cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
- baseqx[BASEMAX+1], // Base quadrant X
- baseqy[BASEMAX+1], // Base quadrant Y
- isx, isy, // Coordinate of Super Commander
- nromrem, // Romulans remaining
- 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
-
-#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 SKILL_FAIR 2
-#define SKILL_GOOD 3
-#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 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
-// original names. Gee, I could have done this with the d structure,
-// but I just didn't think of it back when I started.
-
-#define SSTMAGIC "SST2.0\n"
-
-extern WINDOW *curwnd;
-
-struct game {
- 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]; // 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)];
- /* 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,
-#ifdef DEBUG
- idebug,
-#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;
-};
-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
-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,
- FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
- FHOLE} FINTYPE ;
-enum loctype {neither, quadrant, sector};
-
-#ifndef TRUE
-#define TRUE (1)
-#define FALSE (0)
-#endif
-
-#define IHR 'R'
-#define IHK 'K'
-#define IHC 'C'
-#define IHS 'S'
-#define IHSTAR '*'
-#define IHP 'P'
-#define IHB 'B'
-#define IHBLANK ' '
-#define IHDOT '.'
-#define IHQUEST '?'
-#define IHE 'E'
-#define IHF 'F'
-#define IHT 'T'
-#define IHWEB '#'
-#define IHGREEN 'G'
-#define IHYELLOW 'Y'
-#define IHRED 'R'
-#define IHDOCKED 'D'
-#define IHDEAD 'Z'
-#define IHMATER0 '-'
-#define IHMATER1 'o'
-#define IHMATER2 '0'
-
-
-/* Function prototypes */
-void prelim(void);
-void attack(int);
-int choose(int);
-void setup(int);
-void score(void);
-void atover(int);
-int srscan(int);
-void lrscan(void);
-void phasers(void);
-void photon(void);
-void warp(int);
-void doshield(int);
-void dock(int);
-void dreprt(void);
-void chart(int);
-void rechart(void);
-void impuls(void);
-void wait(void);
-void setwrp(void);
-void events(void);
-void report(void);
-void eta(void);
-void help(void);
-void abandn(void);
-void finish(FINTYPE);
-void dstrct(void);
-void kaboom(void);
-void freeze(int);
-int thaw(void);
-void plaque(void);
-int scan(void);
-#define IHEOL (0)
-#define IHALPHA (1)
-#define IHREAL (2)
-void chew(void);
-void chew2(void);
-void skip(int);
-void prout(char *, ...);
-void proutn(char *, ...);
-void stars(void);
-void newqad(int);
-int ja(void);
-void cramen(int);
-void crmshp(void);
-char *cramlc(enum loctype, int, int);
-double expran(double);
-double Rand(void);
-void iran(int, int *, int *);
-#define square(i) ((i)*(i))
-void dropin(int, int*, int*);
-void newcnd(void);
-void sortkl(void);
-void imove(void);
-void ram(int, int, int, int);
-void crmena(int, int, int, int, int);
-void deadkl(int, int, int, int, int);
-void timwrp(void);
-void movcom(void);
-void torpedo(double, double, int, int, double *, int, int);
-void huh(void);
-void pause_game(int);
-void nova(int, int);
-void snova(int, int);
-void scom(int *);
-void hittem(double *);
-void prouts(char *, ...);
-int isit(char *);
-void preport(void);
-void orbit(void);
-void sensor(void);
-void drawmaps(short);
-void beam(void);
-void mine(void);
-void usecrystals(void);
-void shuttle(void);
-void deathray(void);
-void debugme(void);
-void attakreport(int);
-void movetho(void);
-void probe(void);
-void iostart(void);
-void setwnd(WINDOW *);
-void warble(void);
-void boom(int ii, int jj);
-void tracktorpedo(int ix, int iy, int l, int i, int n, int iquad);
-void cgetline(char *, int);
-void waitfor(void);
-void setpassword(void);
-void commandhook(char *, int);
-void makechart(void);
-void enqueue(char *);
-
-/* mode arguments for srscan() */
-#define SCAN_FULL 1
-#define SCAN_REQUEST 2
-#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 void clreol(void);
-extern void clrscr(void);
-extern void textcolor(int color);
-extern void highvideo(void);
-
-enum COLORS {
- DEFAULT,
- BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY,
- DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
-};
-
-#define DAMAGED 128 /* marker for damaged ship in starmap */
-
-#endif