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 the galaxy array are encoded.
63 * Someday these should turn into structure fields.
65 #define SUPERNOVA_PLACE 1000
66 #define KLINGON_PLACE 100
69 #define KLINGONS(n) ((n)/KLINGON_PLACE)
70 #define BASES(n) (((n)%KLINGON_PLACE)/BASE_PLACE)
71 #define STARS(n) ((n)%BASE_PLACE)
72 #define NOEXIT(s) ((s) > 899) /* supernova or >8 Klingons */
75 #define ROMULAN_PLACE 10
76 #define ROMULANS(n) ((n)/ROMULAN_PLACE)
79 #define CHART_UNKNOWN -1
82 #define SKILL_NOVICE 1
85 #define SKILL_EXPERT 4
86 #define SKILL_EMERITUS 5
89 #define OPTION_ALL 0xffffffff
90 #define OPTION_TTY 0x00000001 /* old interface */
91 #define OPTION_CURSES 0x00000002 /* new interface */
92 #define OPTION_IOMODES 0x00000003 /* cover both interfaces */
93 #define OPTION_PLANETS 0x00000004 /* planets and mining */
94 #define OPTION_THOLIAN 0x00000008 /* Tholians and their webs */
95 #define OPTION_THINGY 0x00000010 /* Space Thingy can shoot back */
96 #define OPTION_PROBE 0x00000020 /* deep-space probes */
98 // Scalar variables that are needed for freezing the game
99 // are placed in a structure. #defines are used to access by their
100 // original names. Gee, I could have done this with the d structure,
101 // but I just didn't think of it back when I started.
103 #define SSTMAGIC "SST2.0\n"
105 EXTERN WINDOW *curwnd;
108 char magic[sizeof(SSTMAGIC)];
109 unsigned long options;
112 char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
113 double kpower[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy energy levels
114 double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
115 double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
116 double damage[NDEVICES+1]; // damage encountered
117 double future[NEVENTS+1]; // future events
118 char passwd[10]; // Self Destruct password
119 int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
120 int ky[(QUADSIZE+1)*(QUADSIZE+1)];
121 int starch[GALSIZE+1][GALSIZE+1]; // star chart
122 /* members with macro definitions start here */
210 #define inkling game.inkling // Initial number of klingons
211 #define inbase game.inbase // Initial number of bases
212 #define incom game.incom // Initian number of commanders
213 #define instar game.instar // Initial stars
214 #define intorps game.intorps // Initial/Max torpedoes
215 #define condit game.condit // Condition (red, yellow, green docked)
216 #define torps game.torps // number of torpedoes
217 #define ship game.ship // Ship type -- 'E' is Enterprise
218 #define quadx game.quadx // where we are
219 #define quady game.quady //
220 #define sectx game.sectx // where we are
221 #define secty game.secty //
222 #define length game.length // length of game
223 #define skill game.skill // skill level
224 #define basex game.basex // position of base in current quad
225 #define basey game.basey //
226 #define klhere game.klhere // klingons here
227 #define comhere game.comhere // commanders here
228 #define casual game.casual // causalties
229 #define nhelp game.nhelp // calls for help
230 #define nkinks game.nkinks //
231 #define ididit game.ididit // Action taken -- allows enemy to attack
232 #define gamewon game.gamewon // Finished!
233 #define alive game.alive // We are alive (not killed)
234 #define justin game.justin // just entered quadrant
235 #define alldone game.alldone // game is now finished
236 #define shldchg game.shldchg // shield is changing (affects efficiency)
237 #define plnetx game.plnetx // location of planet in quadrant
238 #define plnety game.plnety //
239 #define inorbit game.inorbit // orbiting
240 #define landed game.landed // party on planet (1), on ship (-1)
241 #define iplnet game.iplnet // planet # in quadrant
242 #define imine game.imine // mining
243 #define inplan game.inplan // initial planets
244 #define nenhere game.nenhere // Number of enemies in quadrant
245 #define ishere game.ishere // Super-commander in quandrant
246 #define neutz game.neutz // Romulan Neutral Zone
247 #define irhere game.irhere // Romulans in quadrant
248 #define icraft game.icraft // Kirk in Galileo
249 #define ientesc game.ientesc // Attempted escape from supercommander
250 #define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
251 #define isatb game.isatb // =1 if SuperCommander is attacking base
252 #define iscate game.iscate // Super Commander is here
254 #define idebug game.idebug // Debug mode
256 #define iattak game.iattak // attack recursion elimination (was cracks[4])
257 #define icrystl game.icrystl // dilithium crystals aboard
258 #define tourn game.tourn // Tournament number
259 #define thawed game.thawed // Thawed game
260 #define batx game.batx // Base coordinates being attacked
261 #define baty game.baty //
262 #define ithere game.ithere // Tholean is here
263 #define ithx game.ithx // coordinates of tholean
264 #define ithy game.ithy
265 #define iseenit game.iseenit // Seen base attack report
266 #define inresor game.inresor // initial resources
267 #define intime game.intime // initial time
268 #define inenrg game.inenrg // Initial/Max Energy
269 #define inshld game.inshld // Initial/Max Shield
270 #define inlsr game.inlsr // initial life support resources
271 #define indate game.indate // Initial date
272 #define energy game.energy // Energy level
273 #define shield game.shield // Shield level
274 #define shldup game.shldup // Shields are up
275 #define warpfac game.warpfac // Warp speed
276 #define wfacsq game.wfacsq // squared warp factor
277 #define lsupres game.lsupres // life support reserves
278 #define dist game.dist // movement distance
279 #define direc game.direc // movement direction
280 #define Time game.Time // time taken by current operation
281 #define docfac game.docfac // repair factor when docking (constant?)
282 #define resting game.resting // rest time
283 #define damfac game.damfac // damage factor
284 #define stdamtim game.stdamtim // time that star chart was damaged
285 #define cryprob game.cryprob // probability that crystal will work
286 #define probex game.probex // location of probe
287 #define probey game.probey
288 #define probecx game.probecx // current probe quadrant
289 #define probecy game.probecy
290 #define probeinx game.probeinx // Probe x,y increment
291 #define probeiny game.probeiny
292 #define proben game.proben // number of moves for probe
293 #define isarmed game.isarmed // Probe is armed
294 #define nprobes game.nprobes // number of probes available
296 /* the following global state doesn't need to be saved */
297 EXTERN char *device[NDEVICES+1];
298 EXTERN int iscore, iskill; // Common PLAQ
299 EXTERN double perdate;
300 EXTERN double aaitem;
301 EXTERN char citem[10];
303 /* the Space Thingy's global state should *not* be saved! */
304 EXTERN int thingx, thingy, iqhere, iqengry;
306 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
307 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
308 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
309 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
311 enum loctype {neither, quadrant, sector};
327 #define DDRAY 14 // Added deathray
328 #define DDSP 15 // Added deep space probe
330 /* Define future events */
331 #define FSPY 0 // Spy event happens always (no future[] entry)
332 // can cause SC to tractor beam Enterprise
333 #define FSNOVA 1 // Supernova
334 #define FTBEAM 2 // Commander tractor beams Enterprise
335 #define FSNAP 3 // Snapshot for time warp
336 #define FBATTAK 4 // Commander attacks base
337 #define FCDBAS 5 // Commander destroys base
338 #define FSCMOVE 6 // Supercommander moves (might attack base)
339 #define FSCDBAS 7 // Supercommander destroys base
340 #define FDSPROB 8 // Move deep space probe
343 char *device[NDEVICES+1] = {
391 /* Function prototypes */
415 void finish(FINTYPE);
428 void prout(char *, ...);
429 void proutn(char *, ...);
435 char *cramlc(enum loctype, int, int);
436 double expran(double);
438 void iran(int, int *, int *);
439 #define square(i) ((i)*(i))
440 void dropin(int, int*, int*);
444 void ram(int, int, int, int);
445 void crmena(int, int, int, int, int);
446 void deadkl(int, int, int, int, int);
449 void torpedo(double, double, int, int, double *, int, int, int);
451 void pause_game(int);
453 void snova(int, int);
455 void hittem(double *);
456 void prouts(char *, ...);
461 void drawmaps(short);
464 void usecrystals(void);
468 void attakreport(int);
472 void setwnd(WINDOW *);
474 void boom(int ii, int jj);
475 void tracktorpedo(int x, int y, int ix, int iy, int wait, int l, int i, int n, int iquad);
476 void cgetline(char *, int);
478 void setpassword(void);
479 void commandhook(char *, int);
480 void makechart(void);
481 void enqueue(char *);
483 /* mode arguments for srscan() */
485 #define SCAN_REQUEST 2
486 #define SCAN_STATUS 3
487 #define SCAN_NO_LEFTSIDE 4
489 WINDOW *fullscreen_window;
490 WINDOW *srscan_window;
491 WINDOW *report_window;
492 WINDOW *lrscan_window;
493 WINDOW *message_window;
494 WINDOW *prompt_window;
496 extern void clreol(void);
497 extern void clrscr(void);
498 extern void textcolor(int color);
499 extern void highvideo(void);
503 BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY,
504 DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
507 #define DAMAGED 128 /* marker for damaged ship in starmap */