-#include <stdio.h>\r
-#include <math.h>\r
-#include <stdlib.h>\r
-#include <string.h>\r
-#ifndef INCLUDED\r
-#define EXTERN extern\r
-#else\r
-#define EXTERN\r
-#endif\r
-\r
-#define min(x, y) ((x)<(y)?(x):(y))\r
-#define max(x, y) ((x)>(y)?(x):(y))\r
-\r
-// #define DEBUG\r
-\r
-#define NDEVICES (15) // Number of devices\r
-#define PHASEFAC (2.0)\r
-#define PLNETMAX (10)\r
-#define NEVENTS (8)\r
-\r
-typedef struct {\r
- int x; /* Quadrant location of planet */\r
- int y;\r
- enum {M=0, N=1, O=2} pclass;\r
- int crystals; /* has crystals */\r
- enum {unknown, known, shuttle_down} known;\r
-} planet;\r
-\r
-#define DESTROY(pl) memset(pl, '\0', sizeof(planet))\r
-\r
-typedef struct {\r
- int snap, // snapshot taken\r
- remkl, // remaining klingons\r
- remcom, // remaining commanders\r
- rembase, // remaining bases\r
- starkl, // destroyed stars\r
- basekl, // destroyed bases\r
- killk, // Klingons killed\r
- killc, // commanders killed\r
- galaxy[9][9], // The Galaxy (subscript 0 not used)\r
- cx[11],cy[11], // Commander quadrant coordinates\r
- baseqx[6], // Base quadrant X\r
- baseqy[6], // Base quadrant Y\r
- newstuf[9][9], // Extended galaxy goodies\r
- isx, isy, // Coordinate of Super Commander\r
- nscrem, // remaining super commanders\r
- nromkl, // Romulans killed\r
- nromrem, // Romulans remaining\r
- nsckill, // super commanders killed\r
- nplankl; // destroyed planets\r
- planet plnets[PLNETMAX]; // Planet information\r
- double date, // stardate\r
- remres, // remaining resources\r
- remtime; // remaining time\r
-} snapshot; // Data that is snapshot\r
-\r
-// Scalar variables that are needed for freezing the game\r
-// are placed in a structure. #defines are used to access by their\r
-// original names. Gee, I could have done this with the d structure,\r
-// but I just didn't think of it back when I started.\r
-\r
-#define SSTMAGIC "SST2.0\n"\r
-\r
-EXTERN struct {\r
- char magic[sizeof(SSTMAGIC)];\r
- snapshot state;\r
- snapshot snapsht;\r
- char quad[11][11]; // contents of our quadrant\r
- double kpower[21]; // enemy energy levels\r
- double kdist[21]; // enemy distances\r
- double kavgd[21]; // average distances\r
- double damage[NDEVICES+1]; // damage encountered\r
- double future[NEVENTS+1]; // future events\r
- char passwd[10]; // Self Destruct password\r
- int kx[21]; // enemy sector locations\r
- int ky[21];\r
- int starch[9][9]; // star chart\r
- /* members with macro definitions start here */\r
- int inkling,\r
- inbase,\r
- incom,\r
- instar,\r
- intorps,\r
- condit,\r
- torps,\r
- ship,\r
- quadx,\r
- quady,\r
- sectx,\r
- secty,\r
- length,\r
- skill,\r
- basex,\r
- basey,\r
- klhere,\r
- comhere,\r
- casual,\r
- nhelp,\r
- nkinks,\r
- ididit,\r
- gamewon,\r
- alive,\r
- justin,\r
- alldone,\r
- shldchg,\r
- thingx,\r
- thingy,\r
- plnetx,\r
- plnety,\r
- inorbit,\r
- landed,\r
- iplnet,\r
- imine,\r
- inplan,\r
- nenhere,\r
- ishere,\r
- neutz,\r
- irhere,\r
- icraft,\r
- ientesc,\r
- iscraft,\r
- isatb,\r
- iscate,\r
-#ifdef DEBUG\r
- idebug,\r
-#endif\r
- iattak,\r
- icrystl,\r
- tourn,\r
- thawed,\r
- batx,\r
- baty,\r
- ithere,\r
- iqhere,\r
- iqengry,\r
- ithx,\r
- ithy,\r
- iseenit,\r
- probecx,\r
- probecy,\r
- proben,\r
- isarmed,\r
- nprobes;\r
- double inresor,\r
- intime,\r
- inenrg,\r
- inshld,\r
- inlsr,\r
- indate,\r
- energy,\r
- shield,\r
- shldup,\r
- warpfac,\r
- wfacsq,\r
- lsupres,\r
- dist,\r
- direc,\r
- Time,\r
- docfac,\r
- resting,\r
- damfac,\r
- stdamtim,\r
- cryprob,\r
- probex,\r
- probey,\r
- probeinx,\r
- probeiny;\r
-} game;\r
-\r
-#define inkling game.inkling // Initial number of klingons\r
-#define inbase game.inbase // Initial number of bases\r
-#define incom game.incom // Initian number of commanders\r
-#define instar game.instar // Initial stars\r
-#define intorps game.intorps // Initial/Max torpedoes\r
-#define condit game.condit // Condition (red, yellow, green docked)\r
-#define torps game.torps // number of torpedoes\r
-#define ship game.ship // Ship type -- 'E' is Enterprise\r
-#define quadx game.quadx // where we are\r
-#define quady game.quady //\r
-#define sectx game.sectx // where we are\r
-#define secty game.secty //\r
-#define length game.length // length of game\r
-#define skill game.skill // skill level\r
-#define basex game.basex // position of base in current quad\r
-#define basey game.basey //\r
-#define klhere game.klhere // klingons here\r
-#define comhere game.comhere // commanders here\r
-#define casual game.casual // causalties\r
-#define nhelp game.nhelp // calls for help\r
-#define nkinks game.nkinks //\r
-#define ididit game.ididit // Action taken -- allows enemy to attack\r
-#define gamewon game.gamewon // Finished!\r
-#define alive game.alive // We are alive (not killed)\r
-#define justin game.justin // just entered quadrant\r
-#define alldone game.alldone // game is now finished\r
-#define shldchg game.shldchg // shield is changing (affects efficiency)\r
-#define thingx game.thingx // location of strange object in galaxy\r
-#define thingy game.thingy //\r
-#define plnetx game.plnetx // location of planet in quadrant\r
-#define plnety game.plnety //\r
-#define inorbit game.inorbit // orbiting\r
-#define landed game.landed // party on planet (1), on ship (-1)\r
-#define iplnet game.iplnet // planet # in quadrant\r
-#define imine game.imine // mining\r
-#define inplan game.inplan // initial planets\r
-#define nenhere game.nenhere // Number of enemies in quadrant\r
-#define ishere game.ishere // Super-commander in quandrant\r
-#define neutz game.neutz // Romulan Neutral Zone\r
-#define irhere game.irhere // Romulans in quadrant\r
-#define iqhere game.iqhere // Thing in quadrant\r
-#define iqengry game.iqengry // Thing attacking\r
-#define icraft game.icraft // Kirk in Galileo\r
-#define ientesc game.ientesc // Attempted escape from supercommander\r
-#define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game\r
-#define isatb game.isatb // =1 if SuperCommander is attacking base\r
-#define iscate game.iscate // Super Commander is here\r
-#ifdef DEBUG\r
-#define idebug game.idebug // Debug mode\r
-#endif\r
-#define iattak game.iattak // attack recursion elimination (was cracks[4])\r
-#define icrystl game.icrystl // dilithium crystals aboard\r
-#define tourn game.tourn // Tournament number\r
-#define thawed game.thawed // Thawed game\r
-#define batx game.batx // Base coordinates being attacked\r
-#define baty game.baty //\r
-#define ithere game.ithere // Tholean is here \r
-#define ithx game.ithx // coordinates of tholean\r
-#define ithy game.ithy\r
-#define iseenit game.iseenit // Seen base attack report\r
-#define inresor game.inresor // initial resources\r
-#define intime game.intime // initial time\r
-#define inenrg game.inenrg // Initial/Max Energy\r
-#define inshld game.inshld // Initial/Max Shield\r
-#define inlsr game.inlsr // initial life support resources\r
-#define indate game.indate // Initial date\r
-#define energy game.energy // Energy level\r
-#define shield game.shield // Shield level\r
-#define shldup game.shldup // Shields are up\r
-#define warpfac game.warpfac // Warp speed\r
-#define wfacsq game.wfacsq // squared warp factor\r
-#define lsupres game.lsupres // life support reserves\r
-#define dist game.dist // movement distance\r
-#define direc game.direc // movement direction\r
-#define Time game.Time // time taken by current operation\r
-#define docfac game.docfac // repair factor when docking (constant?)\r
-#define resting game.resting // rest time\r
-#define damfac game.damfac // damage factor\r
-#define stdamtim game.stdamtim // time that star chart was damaged\r
-#define cryprob game.cryprob // probability that crystal will work\r
-#define probex game.probex // location of probe\r
-#define probey game.probey\r
-#define probecx game.probecx // current probe quadrant\r
-#define probecy game.probecy \r
-#define probeinx game.probeinx // Probe x,y increment\r
-#define probeiny game.probeiny \r
-#define proben game.proben // number of moves for probe\r
-#define isarmed game.isarmed // Probe is armed\r
-#define nprobes game.nprobes // number of probes available\r
-\r
-/* the following global state doesn't need to be saved */\r
-EXTERN char *device[NDEVICES+1];\r
-EXTERN int iscore, iskill; // Common PLAQ\r
-EXTERN double perdate;\r
-EXTERN double aaitem;\r
-EXTERN char citem[10];\r
-\r
-typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,\r
- FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,\r
- FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,\r
- FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,\r
- FHOLE} FINTYPE ;\r
-enum loctype {neither, quadrant, sector};\r
-\r
-/* Define devices */\r
-#define DSRSENS 1\r
-#define DLRSENS 2\r
-#define DPHASER 3\r
-#define DPHOTON 4\r
-#define DLIFSUP 5\r
-#define DWARPEN 6\r
-#define DIMPULS 7\r
-#define DSHIELD 8\r
-#define DRADIO 9\r
-#define DSHUTTL 10\r
-#define DCOMPTR 11\r
-#define DTRANSP 12\r
-#define DSHCTRL 13\r
-#define DDRAY 14 // Added deathray\r
-#define DDSP 15 // Added deep space probe\r
-\r
-/* Define future events */\r
-#define FSPY 0 // Spy event happens always (no future[] entry)\r
- // can cause SC to tractor beam Enterprise\r
-#define FSNOVA 1 // Supernova\r
-#define FTBEAM 2 // Commander tractor beams Enterprise\r
-#define FSNAP 3 // Snapshot for time warp\r
-#define FBATTAK 4 // Commander attacks base\r
-#define FCDBAS 5 // Commander destroys base\r
-#define FSCMOVE 6 // Supercommander moves (might attack base)\r
-#define FSCDBAS 7 // Supercommander destroys base\r
-#define FDSPROB 8 // Move deep space probe\r
-\r
-#ifdef INCLUDED\r
-char *device[NDEVICES+1] = {\r
- "",\r
- "S. R. Sensors",\r
- "L. R. Sensors",\r
- "Phasers",\r
- "Photon Tubes",\r
- "Life Support",\r
- "Warp Engines",\r
- "Impulse Engines",\r
- "Shields",\r
- "Subspace Radio",\r
- "Shuttle Craft",\r
- "Computer",\r
- "Transporter",\r
- "Shield Control",\r
- "Death Ray",\r
- "D. S. Probe"}; \r
-#endif\r
-\r
-#ifndef TRUE\r
-#define TRUE (1)\r
-#define FALSE (0)\r
-#endif\r
-\r
-#define IHR 'R'\r
-#define IHK 'K'\r
-#define IHC 'C'\r
-#define IHS 'S'\r
-#define IHSTAR '*'\r
-#define IHP 'P'\r
-#define IHB 'B'\r
-#define IHBLANK ' '\r
-#define IHDOT '.'\r
-#define IHQUEST '?'\r
-#define IHE 'E'\r
-#define IHF 'F'\r
-#define IHT 'T'\r
-#define IHWEB '#'\r
-#define IHGREEN 'G'\r
-#define IHYELLOW 'Y'\r
-#define IHRED 'R'\r
-#define IHDOCKED 'D'\r
-#define IHDEAD 'Z'\r
-#define IHMATER0 '-'\r
-#define IHMATER1 'o'\r
-#define IHMATER2 '0'\r
-\r
-\r
-/* Function prototypes */\r
-void prelim(void);\r
-void attack(int);\r
-int choose(int);\r
-void setup(int);\r
-void score(void);\r
-void atover(int);\r
-void srscan(int);\r
-void lrscan(void);\r
-void phasers(void);\r
-void photon(void);\r
-void warp(int);\r
-void doshield(int);\r
-void dock(int);\r
-void dreprt(void);\r
-void chart(int);\r
-void impuls(void);\r
-void wait(void);\r
-void setwrp(void);\r
-void events(void);\r
-void report(int);\r
-void eta(void);\r
-void help(void);\r
-void abandn(void);\r
-void finish(FINTYPE);\r
-void dstrct(void);\r
-void kaboom(void);\r
-void freeze(int);\r
-int thaw(void);\r
-void plaque(void);\r
-int scan(void);\r
-#define IHEOL (0)\r
-#define IHALPHA (1)\r
-#define IHREAL (2)\r
-void chew(void);\r
-void chew2(void);\r
-void skip(int);\r
-void prout(char *, ...);\r
-void proutn(char *, ...);\r
-void stars(void);\r
-void newqad(int);\r
-int ja(void);\r
-void cramen(int);\r
-void crmshp(void);\r
-char *cramlc(enum loctype, int, int);\r
-double expran(double);\r
-double Rand(void);\r
-void iran8(int *, int *);\r
-void iran10(int *, int *);\r
-#define square(i) ((i)*(i))\r
-void dropin(int, int*, int*);\r
-void newcnd(void);\r
-void sortkl(void);\r
-void imove(void);\r
-void ram(int, int, int, int);\r
-void crmena(int, int, int, int, int);\r
-void deadkl(int, int, int, int, int);\r
-void timwrp(void);\r
-void movcom(void);\r
-void torpedo(double, double, int, int, double *, int);\r
-void huh(void);\r
-void pause_game(int);\r
-void nova(int, int);\r
-void snova(int, int);\r
-void scom(int *);\r
-void hittem(double *);\r
-void prouts(char *, ...);\r
-void proutc(char *);\r
-int isit(char *);\r
-void preport(void);\r
-void orbit(void);\r
-void sensor(void);\r
-void beam(void);\r
-void mine(void);\r
-void usecrystals(void);\r
-void shuttle(void);\r
-void deathray(void);\r
-void debugme(void);\r
-void attakreport(int);\r
-void movetho(void);\r
-void probe(void);\r
-void clearscreen(void);\r
-void iostart(int);\r
-void ioend(void);\r
-void getline(char *, int);\r
-void commandhook(char *, int);\r
+#include <stdio.h>
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include <curses.h>
+#ifndef INCLUDED
+#define EXTERN extern
+#else
+#define EXTERN
+#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 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;
+
+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]; // 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;
+} 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};
+
+#ifdef INCLUDED
+char *device[NDEVICES] = {
+ "S. R. Sensors",
+ "L. R. Sensors",
+ "Phasers",
+ "Photon Tubes",
+ "Life Support",
+ "Warp Engines",
+ "Impulse Engines",
+ "Shields",
+ "Subspace Radio",
+ "Shuttle Craft",
+ "Computer",
+ "Transporter",
+ "Shield Control",
+ "Death Ray",
+ "D. S. Probe"};
+#endif
+
+#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 */