12 #define min(x, y) ((x)<(y)?(x):(y))
13 #define max(x, y) ((x)>(y)?(x):(y))
17 #define PHASEFAC (2.0)
25 * These macros hide the difference between 0-origin and 1-origin addressing.
26 * They're a step towards de-FORTRANizing the code.
28 #define VALID_QUADRANT(x, y) ((x)>=1 && (x)<=GALSIZE && (y)>=1 && (y)<=GALSIZE)
29 #define VALID_SECTOR(x, y) ((x)>=1 && (x)<=QUADSIZE && (y)>=1 && (y)<=QUADSIZE)
30 #define for_quadrants(i) for (i = 1; i <= GALSIZE; i++)
31 #define for_sectors(i) for (i = 1; i <= QUADSIZE; i++)
32 #define for_commanders(i) for (i = 1; i <= game.state.remcom; i++)
33 #define for_local_enemies(i) for (i = 1; i <= nenhere; i++)
34 #define for_starbases(i) for (i = 1; i <= game.state.rembase; i++)
37 int x; /* Quadrant location of planet */
39 enum {M=0, N=1, O=2} pclass;
40 int crystals; /* has crystals */
41 enum {unknown, known, shuttle_down} known;
44 #define DESTROY(pl) memset(pl, '\0', sizeof(planet))
47 int snap, // snapshot taken
48 remkl, // remaining klingons
49 remcom, // remaining commanders
50 rembase, // remaining bases
51 starkl, // destroyed stars
52 basekl, // destroyed bases
53 killk, // Klingons killed
54 killc, // commanders killed
55 cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
56 baseqx[BASEMAX], // Base quadrant X
57 baseqy[BASEMAX], // Base quadrant Y
58 isx, isy, // Coordinate of Super Commander
59 nscrem, // remaining super commanders
60 nromkl, // Romulans killed
61 nromrem, // Romulans remaining
62 nsckill, // super commanders killed
63 nplankl; // destroyed planets
64 planet plnets[PLNETMAX]; // Planet information
65 double date, // stardate
66 remres, // remaining resources
67 remtime; // remaining time
76 } galaxy[GALSIZE+1][GALSIZE+1]; // The Galaxy (subscript 0 not used)
81 } chart[GALSIZE+1][GALSIZE+1]; // the starchart (subscript 0 not used)
82 } snapshot; // Data that is snapshot
85 #define SKILL_NOVICE 1
88 #define SKILL_EXPERT 4
89 #define SKILL_EMERITUS 5
92 #define OPTION_ALL 0xffffffff
93 #define OPTION_TTY 0x00000001 /* old interface */
94 #define OPTION_CURSES 0x00000002 /* new interface */
95 #define OPTION_IOMODES 0x00000003 /* cover both interfaces */
96 #define OPTION_PLANETS 0x00000004 /* planets and mining */
97 #define OPTION_THOLIAN 0x00000008 /* Tholians and their webs */
98 #define OPTION_THINGY 0x00000010 /* Space Thingy can shoot back */
99 #define OPTION_PROBE 0x00000020 /* deep-space probes */
115 #define DDRAY 13 // Added deathray
116 #define DDSP 14 // Added deep space probe
117 #define NDEVICES (15) // Number of devices
119 // Scalar variables that are needed for freezing the game
120 // are placed in a structure. #defines are used to access by their
121 // original names. Gee, I could have done this with the d structure,
122 // but I just didn't think of it back when I started.
124 #define SSTMAGIC "SST2.0\n"
126 EXTERN WINDOW *curwnd;
129 char magic[sizeof(SSTMAGIC)];
130 unsigned long options;
133 char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
134 double kpower[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy energy levels
135 double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
136 double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
137 double damage[NDEVICES]; // damage encountered
138 double future[NEVENTS+1]; // future events
139 char passwd[10]; // Self Destruct password
140 int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
141 int ky[(QUADSIZE+1)*(QUADSIZE+1)];
142 /* members with macro definitions start here */
231 #define inkling game.inkling // Initial number of klingons
232 #define inbase game.inbase // Initial number of bases
233 #define incom game.incom // Initian number of commanders
234 #define instar game.instar // Initial stars
235 #define intorps game.intorps // Initial/Max torpedoes
236 #define condit game.condit // Condition (red, yellow, green docked)
237 #define torps game.torps // number of torpedoes
238 #define ship game.ship // Ship type -- 'E' is Enterprise
239 #define quadx game.quadx // where we are
240 #define quady game.quady //
241 #define sectx game.sectx // where we are
242 #define secty game.secty //
243 #define length game.length // length of game
244 #define skill game.skill // skill level
245 #define basex game.basex // position of base in current quad
246 #define basey game.basey //
247 #define klhere game.klhere // klingons here
248 #define comhere game.comhere // commanders here
249 #define casual game.casual // causalties
250 #define nhelp game.nhelp // calls for help
251 #define nkinks game.nkinks //
252 #define ididit game.ididit // Action taken -- allows enemy to attack
253 #define gamewon game.gamewon // Finished!
254 #define alive game.alive // We are alive (not killed)
255 #define justin game.justin // just entered quadrant
256 #define alldone game.alldone // game is now finished
257 #define shldchg game.shldchg // shield is changing (affects efficiency)
258 #define plnetx game.plnetx // location of planet in quadrant
259 #define plnety game.plnety //
260 #define inorbit game.inorbit // orbiting
261 #define landed game.landed // party on planet (1), on ship (-1)
262 #define iplnet game.iplnet // planet # in quadrant
263 #define imine game.imine // mining
264 #define inplan game.inplan // initial planets
265 #define nenhere game.nenhere // Number of enemies in quadrant
266 #define ishere game.ishere // Super-commander in quandrant
267 #define neutz game.neutz // Romulan Neutral Zone
268 #define irhere game.irhere // Romulans in quadrant
269 #define icraft game.icraft // Kirk in Galileo
270 #define ientesc game.ientesc // Attempted escape from supercommander
271 #define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
272 #define isatb game.isatb // =1 if SuperCommander is attacking base
273 #define iscate game.iscate // Super Commander is here
275 #define idebug game.idebug // Debug mode
277 #define iattak game.iattak // attack recursion elimination (was cracks[4])
278 #define icrystl game.icrystl // dilithium crystals aboard
279 #define tourn game.tourn // Tournament number
280 #define thawed game.thawed // Thawed game
281 #define batx game.batx // Base coordinates being attacked
282 #define baty game.baty //
283 #define ithere game.ithere // Tholean is here
284 #define ithx game.ithx // coordinates of tholean
285 #define ithy game.ithy
286 #define iseenit game.iseenit // Seen base attack report
287 #define inresor game.inresor // initial resources
288 #define intime game.intime // initial time
289 #define inenrg game.inenrg // Initial/Max Energy
290 #define inshld game.inshld // Initial/Max Shield
291 #define inlsr game.inlsr // initial life support resources
292 #define indate game.indate // Initial date
293 #define energy game.energy // Energy level
294 #define shield game.shield // Shield level
295 #define shldup game.shldup // Shields are up
296 #define warpfac game.warpfac // Warp speed
297 #define wfacsq game.wfacsq // squared warp factor
298 #define lsupres game.lsupres // life support reserves
299 #define dist game.dist // movement distance
300 #define direc game.direc // movement direction
301 #define Time game.Time // time taken by current operation
302 #define docfac game.docfac // repair factor when docking (constant?)
303 #define resting game.resting // rest time
304 #define damfac game.damfac // damage factor
305 #define stdamtim game.stdamtim // time that star chart was damaged
306 #define cryprob game.cryprob // probability that crystal will work
307 #define probex game.probex // location of probe
308 #define probey game.probey
309 #define probecx game.probecx // current probe quadrant
310 #define probecy game.probecy
311 #define probeinx game.probeinx // Probe x,y increment
312 #define probeiny game.probeiny
313 #define proben game.proben // number of moves for probe
314 #define isarmed game.isarmed // Probe is armed
315 #define nprobes game.nprobes // number of probes available
317 /* the following global state doesn't need to be saved */
318 EXTERN char *device[NDEVICES];
319 EXTERN int iscore, iskill; // Common PLAQ
320 EXTERN double perdate;
321 EXTERN double aaitem;
322 EXTERN char citem[10];
324 /* the Space Thingy's global state should *not* be saved! */
325 EXTERN int thingx, thingy, iqhere, iqengry;
327 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
328 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
329 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
330 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
332 enum loctype {neither, quadrant, sector};
334 /* Define future events */
335 #define FSPY 0 // Spy event happens always (no future[] entry)
336 // can cause SC to tractor beam Enterprise
337 #define FSNOVA 1 // Supernova
338 #define FTBEAM 2 // Commander tractor beams Enterprise
339 #define FSNAP 3 // Snapshot for time warp
340 #define FBATTAK 4 // Commander attacks base
341 #define FCDBAS 5 // Commander destroys base
342 #define FSCMOVE 6 // Supercommander moves (might attack base)
343 #define FSCDBAS 7 // Supercommander destroys base
344 #define FDSPROB 8 // Move deep space probe
347 char *device[NDEVICES] = {
394 /* Function prototypes */
419 void finish(FINTYPE);
432 void prout(char *, ...);
433 void proutn(char *, ...);
439 char *cramlc(enum loctype, int, int);
440 double expran(double);
442 void iran(int, int *, int *);
443 #define square(i) ((i)*(i))
444 void dropin(int, int*, int*);
448 void ram(int, int, int, int);
449 void crmena(int, int, int, int, int);
450 void deadkl(int, int, int, int, int);
453 void torpedo(double, double, int, int, double *, int, int, int);
455 void pause_game(int);
457 void snova(int, int);
459 void hittem(double *);
460 void prouts(char *, ...);
465 void drawmaps(short);
468 void usecrystals(void);
472 void attakreport(int);
476 void setwnd(WINDOW *);
478 void boom(int ii, int jj);
479 void tracktorpedo(int x, int y, int ix, int iy, int wait, int l, int i, int n, int iquad);
480 void cgetline(char *, int);
482 void setpassword(void);
483 void commandhook(char *, int);
484 void makechart(void);
485 void enqueue(char *);
487 /* mode arguments for srscan() */
489 #define SCAN_REQUEST 2
490 #define SCAN_STATUS 3
491 #define SCAN_NO_LEFTSIDE 4
493 WINDOW *fullscreen_window;
494 WINDOW *srscan_window;
495 WINDOW *report_window;
496 WINDOW *lrscan_window;
497 WINDOW *message_window;
498 WINDOW *prompt_window;
500 extern void clreol(void);
501 extern void clrscr(void);
502 extern void textcolor(int color);
503 extern void highvideo(void);
507 BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY,
508 DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
511 #define DAMAGED 128 /* marker for damaged ship in starmap */