6 #define EXTERN extern
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11 #define min(x, y) ((x)<(y)?(x):(y))
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12 #define max(x, y) ((x)>(y)?(x):(y))
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16 #define NDEVICES (15) // Number of devices
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17 #define PHASEFAC (2.0)
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18 #define PLNETMAX (10)
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22 int x; /* Quadrant location of planet */
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24 enum {M=0, N=1, O=2} pclass;
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25 int crystals; /* has crystals */
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26 enum {unknown, known, shuttle_down} known;
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29 #define DESTROY(pl) memset(pl, '\0', sizeof(planet))
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32 int snap, // snapshot taken
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33 remkl, // remaining klingons
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34 remcom, // remaining commanders
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35 rembase, // remaining bases
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36 starkl, // destroyed stars
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37 basekl, // destroyed bases
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38 killk, // Klingons killed
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39 killc, // commanders killed
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40 galaxy[9][9], // The Galaxy (subscript 0 not used)
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41 cx[11],cy[11], // Commander quadrant coordinates
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42 baseqx[6], // Base quadrant X
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43 baseqy[6], // Base quadrant Y
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44 newstuf[9][9], // Extended galaxy goodies
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45 isx, isy, // Coordinate of Super Commander
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46 nscrem, // remaining super commanders
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47 nromkl, // Romulans killed
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48 nromrem, // Romulans remaining
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49 nsckill, // super commanders killed
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50 nplankl; // destroyed planets
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51 planet plnets[PLNETMAX]; // Planet information
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52 double date, // stardate
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53 remres, // remaining resources
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54 remtime; // remaining time
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55 } snapshot; // Data that is snapshot
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57 // Scalar variables that are needed for freezing the game
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58 // are placed in a structure. #defines are used to access by their
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59 // original names. Gee, I could have done this with the d structure,
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60 // but I just didn't think of it back when I started.
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62 #define SSTMAGIC "SST2.0\n"
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65 char magic[sizeof(SSTMAGIC)];
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68 char quad[11][11]; // contents of our quadrant
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69 double kpower[21]; // enemy energy levels
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70 double kdist[21]; // enemy distances
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71 double kavgd[21]; // average distances
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72 double damage[NDEVICES+1]; // damage encountered
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73 double future[NEVENTS+1]; // future events
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74 char passwd[10]; // Self Destruct password
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75 int kx[21]; // enemy sector locations
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77 int starch[9][9]; // star chart
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78 /* members with macro definitions start here */
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170 #define inkling game.inkling // Initial number of klingons
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171 #define inbase game.inbase // Initial number of bases
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172 #define incom game.incom // Initian number of commanders
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173 #define instar game.instar // Initial stars
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174 #define intorps game.intorps // Initial/Max torpedoes
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175 #define condit game.condit // Condition (red, yellow, green docked)
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176 #define torps game.torps // number of torpedoes
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177 #define ship game.ship // Ship type -- 'E' is Enterprise
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178 #define quadx game.quadx // where we are
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179 #define quady game.quady //
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180 #define sectx game.sectx // where we are
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181 #define secty game.secty //
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182 #define length game.length // length of game
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183 #define skill game.skill // skill level
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184 #define basex game.basex // position of base in current quad
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185 #define basey game.basey //
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186 #define klhere game.klhere // klingons here
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187 #define comhere game.comhere // commanders here
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188 #define casual game.casual // causalties
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189 #define nhelp game.nhelp // calls for help
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190 #define nkinks game.nkinks //
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191 #define ididit game.ididit // Action taken -- allows enemy to attack
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192 #define gamewon game.gamewon // Finished!
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193 #define alive game.alive // We are alive (not killed)
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194 #define justin game.justin // just entered quadrant
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195 #define alldone game.alldone // game is now finished
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196 #define shldchg game.shldchg // shield is changing (affects efficiency)
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197 #define thingx game.thingx // location of strange object in galaxy
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198 #define thingy game.thingy //
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199 #define plnetx game.plnetx // location of planet in quadrant
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200 #define plnety game.plnety //
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201 #define inorbit game.inorbit // orbiting
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202 #define landed game.landed // party on planet (1), on ship (-1)
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203 #define iplnet game.iplnet // planet # in quadrant
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204 #define imine game.imine // mining
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205 #define inplan game.inplan // initial planets
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206 #define nenhere game.nenhere // Number of enemies in quadrant
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207 #define ishere game.ishere // Super-commander in quandrant
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208 #define neutz game.neutz // Romulan Neutral Zone
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209 #define irhere game.irhere // Romulans in quadrant
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210 #define iqhere game.iqhere // Thing in quadrant
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211 #define iqengry game.iqengry // Thing attacking
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212 #define icraft game.icraft // Kirk in Galileo
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213 #define ientesc game.ientesc // Attempted escape from supercommander
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214 #define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
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215 #define isatb game.isatb // =1 if SuperCommander is attacking base
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216 #define iscate game.iscate // Super Commander is here
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218 #define idebug game.idebug // Debug mode
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220 #define iattak game.iattak // attack recursion elimination (was cracks[4])
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221 #define icrystl game.icrystl // dilithium crystals aboard
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222 #define tourn game.tourn // Tournament number
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223 #define thawed game.thawed // Thawed game
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224 #define batx game.batx // Base coordinates being attacked
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225 #define baty game.baty //
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226 #define ithere game.ithere // Tholean is here
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227 #define ithx game.ithx // coordinates of tholean
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228 #define ithy game.ithy
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229 #define iseenit game.iseenit // Seen base attack report
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230 #define inresor game.inresor // initial resources
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231 #define intime game.intime // initial time
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232 #define inenrg game.inenrg // Initial/Max Energy
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233 #define inshld game.inshld // Initial/Max Shield
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234 #define inlsr game.inlsr // initial life support resources
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235 #define indate game.indate // Initial date
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236 #define energy game.energy // Energy level
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237 #define shield game.shield // Shield level
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238 #define shldup game.shldup // Shields are up
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239 #define warpfac game.warpfac // Warp speed
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240 #define wfacsq game.wfacsq // squared warp factor
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241 #define lsupres game.lsupres // life support reserves
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242 #define dist game.dist // movement distance
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243 #define direc game.direc // movement direction
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244 #define Time game.Time // time taken by current operation
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245 #define docfac game.docfac // repair factor when docking (constant?)
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246 #define resting game.resting // rest time
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247 #define damfac game.damfac // damage factor
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248 #define stdamtim game.stdamtim // time that star chart was damaged
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249 #define cryprob game.cryprob // probability that crystal will work
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250 #define probex game.probex // location of probe
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251 #define probey game.probey
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252 #define probecx game.probecx // current probe quadrant
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253 #define probecy game.probecy
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254 #define probeinx game.probeinx // Probe x,y increment
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255 #define probeiny game.probeiny
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256 #define proben game.proben // number of moves for probe
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257 #define isarmed game.isarmed // Probe is armed
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258 #define nprobes game.nprobes // number of probes available
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260 /* the following global state doesn't need to be saved */
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261 EXTERN char *device[NDEVICES+1];
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262 EXTERN int iscore, iskill; // Common PLAQ
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263 EXTERN double perdate;
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264 EXTERN double aaitem;
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265 EXTERN char citem[10];
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267 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
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268 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
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269 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
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270 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
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272 enum loctype {neither, quadrant, sector};
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274 /* Define devices */
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288 #define DDRAY 14 // Added deathray
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289 #define DDSP 15 // Added deep space probe
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291 /* Define future events */
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292 #define FSPY 0 // Spy event happens always (no future[] entry)
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293 // can cause SC to tractor beam Enterprise
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294 #define FSNOVA 1 // Supernova
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295 #define FTBEAM 2 // Commander tractor beams Enterprise
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296 #define FSNAP 3 // Snapshot for time warp
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297 #define FBATTAK 4 // Commander attacks base
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298 #define FCDBAS 5 // Commander destroys base
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299 #define FSCMOVE 6 // Supercommander moves (might attack base)
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300 #define FSCDBAS 7 // Supercommander destroys base
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301 #define FDSPROB 8 // Move deep space probe
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304 char *device[NDEVICES+1] = {
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335 #define IHBLANK ' '
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337 #define IHQUEST '?'
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342 #define IHGREEN 'G'
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343 #define IHYELLOW 'Y'
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345 #define IHDOCKED 'D'
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347 #define IHMATER0 '-'
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348 #define IHMATER1 'o'
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349 #define IHMATER2 '0'
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352 /* Function prototypes */
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361 void phasers(void);
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364 void doshield(int);
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376 void finish(FINTYPE);
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384 #define IHALPHA (1)
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389 void prout(char *, ...);
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390 void proutn(char *, ...);
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396 char *cramlc(enum loctype, int, int);
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397 double expran(double);
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399 void iran8(int *, int *);
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400 void iran10(int *, int *);
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401 #define square(i) ((i)*(i))
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402 void dropin(int, int*, int*);
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406 void ram(int, int, int, int);
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407 void crmena(int, int, int, int, int);
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408 void deadkl(int, int, int, int, int);
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411 void torpedo(double, double, int, int, double *, int);
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413 void pause_game(int);
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414 void nova(int, int);
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415 void snova(int, int);
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417 void hittem(double *);
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418 void prouts(char *, ...);
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419 void proutc(char *);
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421 void preport(void);
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426 void usecrystals(void);
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427 void shuttle(void);
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428 void deathray(void);
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429 void debugme(void);
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430 void attakreport(int);
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431 void movetho(void);
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433 void clearscreen(void);
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436 void getline(char *, int);
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437 void commandhook(char *, int);
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