10 #define SSTDOC DATA_DIR"/"DOC_NAME
12 #define SSTDOC DOC_NAME
15 #define min(x, y) ((x)<(y)?(x):(y))
16 #define max(x, y) ((x)>(y)?(x):(y))
20 #define PHASEFAC (2.0)
27 * These macros hide the difference between 0-origin and 1-origin addressing.
28 * They're a step towards de-FORTRANizing the code.
30 #define VALID_QUADRANT(x, y) ((x)>=1 && (x)<=GALSIZE && (y)>=1 && (y)<=GALSIZE)
31 #define VALID_SECTOR(x, y) ((x)>=1 && (x)<=QUADSIZE && (y)>=1 && (y)<=QUADSIZE)
32 #define for_quadrants(i) for (i = 1; i <= GALSIZE; i++)
33 #define for_sectors(i) for (i = 1; i <= QUADSIZE; i++)
34 #define for_commanders(i) for (i = 1; i <= game.state.remcom; i++)
35 #define for_local_enemies(i) for (i = 1; i <= game.nenhere; i++)
36 #define for_starbases(i) for (i = 1; i <= game.state.rembase; i++)
39 int x; /* Quadrant location of planet */
41 enum {M=0, N=1, O=2} pclass;
42 int crystals; /* has crystals */
43 enum {unknown, known, shuttle_down} known;
46 #define DESTROY(pl) memset(pl, '\0', sizeof(planet))
49 int snap, // snapshot taken
50 remkl, // remaining klingons
51 remcom, // remaining commanders
52 nscrem, // remaining super commanders
53 rembase, // remaining bases
54 starkl, // destroyed stars
55 basekl, // destroyed bases
56 cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
57 baseqx[BASEMAX+1], // Base quadrant X
58 baseqy[BASEMAX+1], // Base quadrant Y
59 isx, isy, // Coordinate of Super Commander
60 nromrem, // Romulans remaining
61 nplankl; // destroyed planets
62 planet plnets[PLNETMAX]; // Planet information
63 double date, // stardate
64 remres, // remaining resources
65 remtime; // remaining time
74 } galaxy[GALSIZE+1][GALSIZE+1]; // The Galaxy (subscript 0 not used)
79 } chart[GALSIZE+1][GALSIZE+1]; // the starchart (subscript 0 not used)
80 } snapshot; // Data that is snapshot
82 #define NKILLK (game.inkling - game.state.remkl)
83 #define NKILLC (game.incom - game.state.remcom)
84 #define NKILLSC (game.inscom - game.state.nscrem)
85 #define NKILLROM (game.inrom - game.state.nromrem)
86 #define KLINGREM (game.state.remkl + game.state.remcom + game.state.nscrem)
87 #define INKLINGTOT (game.inkling + game.incom + game.inscom)
88 #define KLINGKILLED (INKLINGTOT - KLINGREM)
91 #define SKILL_NOVICE 1
94 #define SKILL_EXPERT 4
95 #define SKILL_EMERITUS 5
98 #define OPTION_ALL 0xffffffff
99 #define OPTION_TTY 0x00000001 /* old interface */
100 #define OPTION_CURSES 0x00000002 /* new interface */
101 #define OPTION_IOMODES 0x00000003 /* cover both interfaces */
102 #define OPTION_PLANETS 0x00000004 /* planets and mining */
103 #define OPTION_THOLIAN 0x00000008 /* Tholians and their webs */
104 #define OPTION_THINGY 0x00000010 /* Space Thingy can shoot back */
105 #define OPTION_PROBE 0x00000020 /* deep-space probes */
106 #define OPTION_SHOWME 0x00000040 /* bracket Enterprise in chart */
107 #define OPTION_RAMMING 0x00000080 /* enemies may ram Enterprise */
108 #define OPTION_MVBADDY 0x00000100 /* more enemies can move */
109 #define OPTION_BLKHOLE 0x00000200 /* black hole may timewarp you */
110 #define OPTION_BASE 0x00000400 /* bases have good shields */
111 #define OPTION_PLAIN 0x01000000 /* user chose plain game */
112 #define OPTION_ALMY 0x02000000 /* user chose Almy variant */
128 #define DDRAY 13 // Added deathray
129 #define DDSP 14 // Added deep space probe
130 #define NDEVICES (15) // Number of devices
134 /* Define future events */
135 #define FSPY 0 // Spy event happens always (no future[] entry)
136 // can cause SC to tractor beam Enterprise
137 #define FSNOVA 1 // Supernova
138 #define FTBEAM 2 // Commander tractor beams Enterprise
139 #define FSNAP 3 // Snapshot for time warp
140 #define FBATTAK 4 // Commander attacks base
141 #define FCDBAS 5 // Commander destroys base
142 #define FSCMOVE 6 // Supercommander moves (might attack base)
143 #define FSCDBAS 7 // Supercommander destroys base
144 #define FDSPROB 8 // Move deep space probe
147 // Scalar variables that are needed for freezing the game
148 // are placed in a structure. #defines are used to access by their
149 // original names. Gee, I could have done this with the d structure,
150 // but I just didn't think of it back when I started.
152 #define SSTMAGIC "SST2.0\n"
154 extern WINDOW *curwnd;
157 char magic[sizeof(SSTMAGIC)];
158 unsigned long options;
161 char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
162 double kpower[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy energy levels
163 double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
164 double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
165 double damage[NDEVICES]; // damage encountered
166 double future[NEVENTS]; // future events
167 char passwd[10]; // Self Destruct password
168 int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
169 int ky[(QUADSIZE+1)*(QUADSIZE+1)];
170 int inkling, // Initial number of klingons
171 inbase, // Initial number of bases
172 incom, // Initial number of commanders
173 inscom, // Initial number of commanders
174 inrom, // Initial number of commanders
175 instar, // Initial stars
176 intorps, // Initial/Max torpedoes
177 condit, // Condition (red/yellow/green/docked)
178 torps, // number of torpedoes
179 ship, // Ship type -- 'E' is Enterprise
180 quadx, // where we are
182 sectx, // where we are
184 length, // length of game
185 skill, // skill level
186 basex, // position of base in current quadrant
188 klhere, // klingons here
189 comhere, // commanders here
190 casual, // causalties
191 nhelp, // calls for help
192 nkinks, // count of energy-barrier crossings
193 ididit, // Action taken -- allows enemy to attack
194 gamewon, // Finished!
195 alive, // We are alive (not killed)
196 justin, // just entered quadrant
197 alldone, // game is now finished
198 shldchg, // shield is changing (affects efficiency)
199 plnetx, // location of planet in quadrant
202 landed, // party on planet (1), on ship (-1)
203 iplnet, // planet # in quadrant
205 inplan, // initial planets
206 nenhere, // number of enemies in quadrant
207 ishere, // super-commander in quandrant
208 neutz, // Romulan Neutral Zone
209 irhere, // Romulans in quadrant
210 icraft, // Kirk in Galileo
211 ientesc, // attempted escape from supercommander
212 iscraft, // =1 if craft on ship, -1 if removed from game
213 isatb, // =1 if super commander is attacking base
214 iscate, // super commander is here
216 idebug, // debug mode
218 iattak, // attack recursion elimination (was cracks[4])
219 icrystl, // dilithium crystals aboard
220 tourn, // tournament number
221 thawed, // thawed game
222 batx, // base coordinates being attacked
224 ithere, // Tholian is here
225 ithx, // coordinates of Tholian
227 iseenit, // seen base attack report
228 probecx, // current probe quadrant
230 proben, // number of moves for probe
231 isarmed, // probe is armed
232 nprobes; // number of probes available
233 double inresor, // initial resources
234 intime, // initial time
235 inenrg, // initial/max energy
236 inshld, // initial/max shield
237 inlsr, // initial life support resources
238 indate, // initial date
239 energy, // energy level
240 shield, // shield level
241 shldup, // shields are up
242 warpfac, // warp speed
243 wfacsq, // squared warp factor
244 lsupres, // life support reserves
245 dist, // movement distance
246 direc, // movement direction
247 optime, // time taken by current operation
248 docfac, // repair factor when docking (constant?)
249 resting, // rest time
250 damfac, // damage factor
251 lastchart, // time star chart was last updated
252 cryprob, // probability that crystal will work
253 probex, // location of probe
255 probeinx, // probe x,y increment
257 height; // height of orbit around planet
259 extern struct game game;
261 /* the following global state doesn't need to be saved */
262 extern char *device[NDEVICES];
263 extern int iscore, iskill; // Common PLAQ
264 extern double perdate;
265 extern double aaitem;
266 extern char citem[10];
268 /* the Space Thingy's global state should *not* be saved! */
269 extern int thingx, thingy, iqhere, iqengry;
271 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
272 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
273 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
274 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
276 enum loctype {neither, quadrant, sector};
307 /* Function prototypes */
332 void finish(FINTYPE);
345 void prout(char *, ...);
346 void proutn(char *, ...);
352 char *cramlc(enum loctype, int, int);
353 double expran(double);
355 void iran(int, int *, int *);
356 #define square(i) ((i)*(i))
357 void dropin(int, int*, int*);
361 void ram(int, int, int, int);
362 void crmena(int, int, int, int, int);
363 void deadkl(int, int, int, int, int);
366 void torpedo(double, double, int, int, double *, int, int);
368 void pause_game(int);
370 void snova(int, int);
372 void hittem(double *);
373 void prouts(char *, ...);
378 void drawmaps(short);
381 void usecrystals(void);
385 void attakreport(int);
389 void setwnd(WINDOW *);
391 void boom(int ii, int jj);
392 void tracktorpedo(int ix, int iy, int l, int i, int n, int iquad);
393 void cgetline(char *, int);
395 void setpassword(void);
396 void commandhook(char *, int);
397 void makechart(void);
398 void enqueue(char *);
400 /* mode arguments for srscan() */
402 #define SCAN_REQUEST 2
403 #define SCAN_STATUS 3
404 #define SCAN_NO_LEFTSIDE 4
406 WINDOW *fullscreen_window;
407 WINDOW *srscan_window;
408 WINDOW *report_window;
409 WINDOW *lrscan_window;
410 WINDOW *message_window;
411 WINDOW *prompt_window;
413 extern void clreol(void);
414 extern void clrscr(void);
415 extern void textcolor(int color);
416 extern void highvideo(void);
420 BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY,
421 DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
424 #define DAMAGED 128 /* marker for damaged ship in starmap */