12 #define min(x, y) ((x)<(y)?(x):(y))
13 #define max(x, y) ((x)>(y)?(x):(y))
17 #define NDEVICES (15) // Number of devices
18 #define PHASEFAC (2.0)
26 int x; /* Quadrant location of planet */
28 enum {M=0, N=1, O=2} pclass;
29 int crystals; /* has crystals */
30 enum {unknown, known, shuttle_down} known;
33 #define DESTROY(pl) memset(pl, '\0', sizeof(planet))
36 int snap, // snapshot taken
37 remkl, // remaining klingons
38 remcom, // remaining commanders
39 rembase, // remaining bases
40 starkl, // destroyed stars
41 basekl, // destroyed bases
42 killk, // Klingons killed
43 killc, // commanders killed
44 galaxy[GALSIZE+1][GALSIZE+1], // The Galaxy (subscript 0 not used)
45 cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
46 baseqx[BASEMAX], // Base quadrant X
47 baseqy[BASEMAX], // Base quadrant Y
48 newstuf[GALSIZE+1][GALSIZE+1], // Extended galaxy goodies
49 isx, isy, // Coordinate of Super Commander
50 nscrem, // remaining super commanders
51 nromkl, // Romulans killed
52 nromrem, // Romulans remaining
53 nsckill, // super commanders killed
54 nplankl; // destroyed planets
55 planet plnets[PLNETMAX]; // Planet information
56 double date, // stardate
57 remres, // remaining resources
58 remtime; // remaining time
59 } snapshot; // Data that is snapshot
62 * This is how the integers in galaxy are encoded.
63 * Someday these should turn into structure fields.
65 #define SUPERNOVA_PLACE 1000
66 #define ENEMY_PLACE 100
71 #define ROMULAN_PLACE 10
73 // Scalar variables that are needed for freezing the game
74 // are placed in a structure. #defines are used to access by their
75 // original names. Gee, I could have done this with the d structure,
76 // but I just didn't think of it back when I started.
78 #define SSTMAGIC "SST2.0\n"
80 EXTERN WINDOW *curwnd;
83 char magic[sizeof(SSTMAGIC)];
86 char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
87 double kpower[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy energy levels
88 double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
89 double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
90 double damage[NDEVICES+1]; // damage encountered
91 double future[NEVENTS+1]; // future events
92 char passwd[10]; // Self Destruct password
93 int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
94 int ky[(QUADSIZE+1)*(QUADSIZE+1)];
95 int starch[GALSIZE+1][GALSIZE+1]; // star chart
96 /* members with macro definitions start here */
188 #define inkling game.inkling // Initial number of klingons
189 #define inbase game.inbase // Initial number of bases
190 #define incom game.incom // Initian number of commanders
191 #define instar game.instar // Initial stars
192 #define intorps game.intorps // Initial/Max torpedoes
193 #define condit game.condit // Condition (red, yellow, green docked)
194 #define torps game.torps // number of torpedoes
195 #define ship game.ship // Ship type -- 'E' is Enterprise
196 #define quadx game.quadx // where we are
197 #define quady game.quady //
198 #define sectx game.sectx // where we are
199 #define secty game.secty //
200 #define length game.length // length of game
201 #define skill game.skill // skill level
202 #define basex game.basex // position of base in current quad
203 #define basey game.basey //
204 #define klhere game.klhere // klingons here
205 #define comhere game.comhere // commanders here
206 #define casual game.casual // causalties
207 #define nhelp game.nhelp // calls for help
208 #define nkinks game.nkinks //
209 #define ididit game.ididit // Action taken -- allows enemy to attack
210 #define gamewon game.gamewon // Finished!
211 #define alive game.alive // We are alive (not killed)
212 #define justin game.justin // just entered quadrant
213 #define alldone game.alldone // game is now finished
214 #define shldchg game.shldchg // shield is changing (affects efficiency)
215 #define thingx game.thingx // location of strange object in galaxy
216 #define thingy game.thingy //
217 #define plnetx game.plnetx // location of planet in quadrant
218 #define plnety game.plnety //
219 #define inorbit game.inorbit // orbiting
220 #define landed game.landed // party on planet (1), on ship (-1)
221 #define iplnet game.iplnet // planet # in quadrant
222 #define imine game.imine // mining
223 #define inplan game.inplan // initial planets
224 #define nenhere game.nenhere // Number of enemies in quadrant
225 #define ishere game.ishere // Super-commander in quandrant
226 #define neutz game.neutz // Romulan Neutral Zone
227 #define irhere game.irhere // Romulans in quadrant
228 #define iqhere game.iqhere // Thing in quadrant
229 #define iqengry game.iqengry // Thing attacking
230 #define icraft game.icraft // Kirk in Galileo
231 #define ientesc game.ientesc // Attempted escape from supercommander
232 #define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
233 #define isatb game.isatb // =1 if SuperCommander is attacking base
234 #define iscate game.iscate // Super Commander is here
236 #define idebug game.idebug // Debug mode
238 #define iattak game.iattak // attack recursion elimination (was cracks[4])
239 #define icrystl game.icrystl // dilithium crystals aboard
240 #define tourn game.tourn // Tournament number
241 #define thawed game.thawed // Thawed game
242 #define batx game.batx // Base coordinates being attacked
243 #define baty game.baty //
244 #define ithere game.ithere // Tholean is here
245 #define ithx game.ithx // coordinates of tholean
246 #define ithy game.ithy
247 #define iseenit game.iseenit // Seen base attack report
248 #define inresor game.inresor // initial resources
249 #define intime game.intime // initial time
250 #define inenrg game.inenrg // Initial/Max Energy
251 #define inshld game.inshld // Initial/Max Shield
252 #define inlsr game.inlsr // initial life support resources
253 #define indate game.indate // Initial date
254 #define energy game.energy // Energy level
255 #define shield game.shield // Shield level
256 #define shldup game.shldup // Shields are up
257 #define warpfac game.warpfac // Warp speed
258 #define wfacsq game.wfacsq // squared warp factor
259 #define lsupres game.lsupres // life support reserves
260 #define dist game.dist // movement distance
261 #define direc game.direc // movement direction
262 #define Time game.Time // time taken by current operation
263 #define docfac game.docfac // repair factor when docking (constant?)
264 #define resting game.resting // rest time
265 #define damfac game.damfac // damage factor
266 #define stdamtim game.stdamtim // time that star chart was damaged
267 #define cryprob game.cryprob // probability that crystal will work
268 #define probex game.probex // location of probe
269 #define probey game.probey
270 #define probecx game.probecx // current probe quadrant
271 #define probecy game.probecy
272 #define probeinx game.probeinx // Probe x,y increment
273 #define probeiny game.probeiny
274 #define proben game.proben // number of moves for probe
275 #define isarmed game.isarmed // Probe is armed
276 #define nprobes game.nprobes // number of probes available
278 /* the following global state doesn't need to be saved */
279 EXTERN char *device[NDEVICES+1];
280 EXTERN int iscore, iskill; // Common PLAQ
281 EXTERN double perdate;
282 EXTERN double aaitem;
283 EXTERN char citem[10];
285 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
286 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
287 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
288 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
290 enum loctype {neither, quadrant, sector};
306 #define DDRAY 14 // Added deathray
307 #define DDSP 15 // Added deep space probe
309 /* Define future events */
310 #define FSPY 0 // Spy event happens always (no future[] entry)
311 // can cause SC to tractor beam Enterprise
312 #define FSNOVA 1 // Supernova
313 #define FTBEAM 2 // Commander tractor beams Enterprise
314 #define FSNAP 3 // Snapshot for time warp
315 #define FBATTAK 4 // Commander attacks base
316 #define FCDBAS 5 // Commander destroys base
317 #define FSCMOVE 6 // Supercommander moves (might attack base)
318 #define FSCDBAS 7 // Supercommander destroys base
319 #define FDSPROB 8 // Move deep space probe
322 char *device[NDEVICES+1] = {
370 /* Function prototypes */
394 void finish(FINTYPE);
407 void prout(char *, ...);
408 void proutn(char *, ...);
414 char *cramlc(enum loctype, int, int);
415 double expran(double);
417 void iran8(int *, int *);
418 void iran10(int *, int *);
419 #define square(i) ((i)*(i))
420 void dropin(int, int*, int*);
424 void ram(int, int, int, int);
425 void crmena(int, int, int, int, int);
426 void deadkl(int, int, int, int, int);
429 void torpedo(double, double, int, int, double *, int, int, int);
431 void pause_game(int);
433 void snova(int, int);
435 void hittem(double *);
436 void prouts(char *, ...);
441 void drawmaps(short);
444 void usecrystals(void);
448 void attakreport(int);
452 void setwnd(WINDOW *);
454 void boom(int ii, int jj);
455 void tracktorpedo(int x, int y, int ix, int iy, int wait, int l, int i, int n, int iquad);
456 void cgetline(char *, int);
458 void setpassword(void);
459 void commandhook(char *, int);
460 void makechart(void);
461 void enqueue(char *);
463 /* mode arguments for srscan() */
465 #define SCAN_REQUEST 2
466 #define SCAN_STATUS 3
467 #define SCAN_NO_LEFTSIDE 4
469 WINDOW *fullscreen_window;
470 WINDOW *srscan_window;
471 WINDOW *report_window;
472 WINDOW *lrscan_window;
473 WINDOW *message_window;
474 WINDOW *prompt_window;
476 extern void clreol(void);
477 extern void clrscr(void);
478 extern void textcolor(int color);
479 extern void highvideo(void);
483 BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY,
484 DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
487 #define DAMAGED 128 /* marker for damaged ship in starmap */