12 #define min(x, y) ((x)<(y)?(x):(y))
13 #define max(x, y) ((x)>(y)?(x):(y))
17 #define PHASEFAC (2.0)
24 * These macros hide the difference between 0-origin and 1-origin addressing.
25 * They're a step towards de-FORTRANizing the code.
27 #define VALID_QUADRANT(x, y) ((x)>=1 && (x)<=GALSIZE && (y)>=1 && (y)<=GALSIZE)
28 #define VALID_SECTOR(x, y) ((x)>=1 && (x)<=QUADSIZE && (y)>=1 && (y)<=QUADSIZE)
29 #define for_quadrants(i) for (i = 1; i <= GALSIZE; i++)
30 #define for_sectors(i) for (i = 1; i <= QUADSIZE; i++)
31 #define for_commanders(i) for (i = 1; i <= game.state.remcom; i++)
32 #define for_local_enemies(i) for (i = 1; i <= nenhere; i++)
33 #define for_starbases(i) for (i = 1; i <= game.state.rembase; i++)
36 int x; /* Quadrant location of planet */
38 enum {M=0, N=1, O=2} pclass;
39 int crystals; /* has crystals */
40 enum {unknown, known, shuttle_down} known;
43 #define DESTROY(pl) memset(pl, '\0', sizeof(planet))
46 int snap, // snapshot taken
47 remkl, // remaining klingons
48 remcom, // remaining commanders
49 rembase, // remaining bases
50 starkl, // destroyed stars
51 basekl, // destroyed bases
52 killk, // Klingons killed
53 killc, // commanders killed
54 cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
55 baseqx[BASEMAX+1], // Base quadrant X
56 baseqy[BASEMAX+1], // Base quadrant Y
57 isx, isy, // Coordinate of Super Commander
58 nscrem, // remaining super commanders
59 nromkl, // Romulans killed
60 nromrem, // Romulans remaining
61 nsckill, // super commanders killed
62 nplankl; // destroyed planets
63 planet plnets[PLNETMAX]; // Planet information
64 double date, // stardate
65 remres, // remaining resources
66 remtime; // remaining time
75 } galaxy[GALSIZE+1][GALSIZE+1]; // The Galaxy (subscript 0 not used)
80 } chart[GALSIZE+1][GALSIZE+1]; // the starchart (subscript 0 not used)
81 } snapshot; // Data that is snapshot
84 #define SKILL_NOVICE 1
87 #define SKILL_EXPERT 4
88 #define SKILL_EMERITUS 5
91 #define OPTION_ALL 0xffffffff
92 #define OPTION_TTY 0x00000001 /* old interface */
93 #define OPTION_CURSES 0x00000002 /* new interface */
94 #define OPTION_IOMODES 0x00000003 /* cover both interfaces */
95 #define OPTION_PLANETS 0x00000004 /* planets and mining */
96 #define OPTION_THOLIAN 0x00000008 /* Tholians and their webs */
97 #define OPTION_THINGY 0x00000010 /* Space Thingy can shoot back */
98 #define OPTION_PROBE 0x00000020 /* deep-space probes */
99 #define OPTION_SHOWME 0x00000040 /* bracket Enterprise in chart */
115 #define DDRAY 13 // Added deathray
116 #define DDSP 14 // Added deep space probe
117 #define NDEVICES (15) // Number of devices
121 /* Define future events */
122 #define FSPY 0 // Spy event happens always (no future[] entry)
123 // can cause SC to tractor beam Enterprise
124 #define FSNOVA 1 // Supernova
125 #define FTBEAM 2 // Commander tractor beams Enterprise
126 #define FSNAP 3 // Snapshot for time warp
127 #define FBATTAK 4 // Commander attacks base
128 #define FCDBAS 5 // Commander destroys base
129 #define FSCMOVE 6 // Supercommander moves (might attack base)
130 #define FSCDBAS 7 // Supercommander destroys base
131 #define FDSPROB 8 // Move deep space probe
134 // Scalar variables that are needed for freezing the game
135 // are placed in a structure. #defines are used to access by their
136 // original names. Gee, I could have done this with the d structure,
137 // but I just didn't think of it back when I started.
139 #define SSTMAGIC "SST2.0\n"
141 EXTERN WINDOW *curwnd;
144 char magic[sizeof(SSTMAGIC)];
145 unsigned long options;
148 char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
149 double kpower[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy energy levels
150 double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
151 double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
152 double damage[NDEVICES]; // damage encountered
153 double future[NEVENTS]; // future events
154 char passwd[10]; // Self Destruct password
155 int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
156 int ky[(QUADSIZE+1)*(QUADSIZE+1)];
157 /* members with macro definitions start here */
246 #define inkling game.inkling // Initial number of klingons
247 #define inbase game.inbase // Initial number of bases
248 #define incom game.incom // Initian number of commanders
249 #define instar game.instar // Initial stars
250 #define intorps game.intorps // Initial/Max torpedoes
251 #define condit game.condit // Condition (red/yellow/green/docked)
252 #define torps game.torps // number of torpedoes
253 #define ship game.ship // Ship type -- 'E' is Enterprise
254 #define quadx game.quadx // where we are
255 #define quady game.quady //
256 #define sectx game.sectx // where we are
257 #define secty game.secty //
258 #define length game.length // length of game
259 #define skill game.skill // skill level
260 #define basex game.basex // position of base in current quad
261 #define basey game.basey //
262 #define klhere game.klhere // klingons here
263 #define comhere game.comhere // commanders here
264 #define casual game.casual // causalties
265 #define nhelp game.nhelp // calls for help
266 #define nkinks game.nkinks //
267 #define ididit game.ididit // Action taken -- allows enemy to attack
268 #define gamewon game.gamewon // Finished!
269 #define alive game.alive // We are alive (not killed)
270 #define justin game.justin // just entered quadrant
271 #define alldone game.alldone // game is now finished
272 #define shldchg game.shldchg // shield is changing (affects efficiency)
273 #define plnetx game.plnetx // location of planet in quadrant
274 #define plnety game.plnety //
275 #define inorbit game.inorbit // orbiting
276 #define landed game.landed // party on planet (1), on ship (-1)
277 #define iplnet game.iplnet // planet # in quadrant
278 #define imine game.imine // mining
279 #define inplan game.inplan // initial planets
280 #define nenhere game.nenhere // Number of enemies in quadrant
281 #define ishere game.ishere // Super-commander in quandrant
282 #define neutz game.neutz // Romulan Neutral Zone
283 #define irhere game.irhere // Romulans in quadrant
284 #define icraft game.icraft // Kirk in Galileo
285 #define ientesc game.ientesc // Attempted escape from supercommander
286 #define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
287 #define isatb game.isatb // =1 if SuperCommander is attacking base
288 #define iscate game.iscate // Super Commander is here
290 #define idebug game.idebug // Debug mode
292 #define iattak game.iattak // attack recursion elimination (was cracks[4])
293 #define icrystl game.icrystl // dilithium crystals aboard
294 #define tourn game.tourn // Tournament number
295 #define thawed game.thawed // Thawed game
296 #define batx game.batx // Base coordinates being attacked
297 #define baty game.baty //
298 #define ithere game.ithere // Tholean is here
299 #define ithx game.ithx // coordinates of tholean
300 #define ithy game.ithy
301 #define iseenit game.iseenit // Seen base attack report
302 #define inresor game.inresor // initial resources
303 #define intime game.intime // initial time
304 #define inenrg game.inenrg // Initial/Max Energy
305 #define inshld game.inshld // Initial/Max Shield
306 #define inlsr game.inlsr // initial life support resources
307 #define indate game.indate // Initial date
308 #define energy game.energy // Energy level
309 #define shield game.shield // Shield level
310 #define shldup game.shldup // Shields are up
311 #define warpfac game.warpfac // Warp speed
312 #define wfacsq game.wfacsq // squared warp factor
313 #define lsupres game.lsupres // life support reserves
314 #define dist game.dist // movement distance
315 #define direc game.direc // movement direction
316 #define Time game.Time // time taken by current operation
317 #define docfac game.docfac // repair factor when docking (constant?)
318 #define resting game.resting // rest time
319 #define damfac game.damfac // damage factor
320 #define lastchart game.lastchart // time star chart was last updated
321 #define cryprob game.cryprob // probability that crystal will work
322 #define probex game.probex // location of probe
323 #define probey game.probey
324 #define probecx game.probecx // current probe quadrant
325 #define probecy game.probecy
326 #define probeinx game.probeinx // Probe x,y increment
327 #define probeiny game.probeiny
328 #define proben game.proben // number of moves for probe
329 #define isarmed game.isarmed // Probe is armed
330 #define nprobes game.nprobes // number of probes available
332 /* the following global state doesn't need to be saved */
333 EXTERN char *device[NDEVICES];
334 EXTERN int iscore, iskill; // Common PLAQ
335 EXTERN double perdate;
336 EXTERN double aaitem;
337 EXTERN char citem[10];
339 /* the Space Thingy's global state should *not* be saved! */
340 EXTERN int thingx, thingy, iqhere, iqengry;
342 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
343 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
344 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
345 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
347 enum loctype {neither, quadrant, sector};
350 char *device[NDEVICES] = {
397 /* Function prototypes */
422 void finish(FINTYPE);
435 void prout(char *, ...);
436 void proutn(char *, ...);
442 char *cramlc(enum loctype, int, int);
443 double expran(double);
445 void iran(int, int *, int *);
446 #define square(i) ((i)*(i))
447 void dropin(int, int*, int*);
451 void ram(int, int, int, int);
452 void crmena(int, int, int, int, int);
453 void deadkl(int, int, int, int, int);
456 void torpedo(double, double, int, int, double *, int, int);
458 void pause_game(int);
460 void snova(int, int);
462 void hittem(double *);
463 void prouts(char *, ...);
468 void drawmaps(short);
471 void usecrystals(void);
475 void attakreport(int);
479 void setwnd(WINDOW *);
481 void boom(int ii, int jj);
482 void tracktorpedo(int ix, int iy, int l, int i, int n, int iquad);
483 void cgetline(char *, int);
485 void setpassword(void);
486 void commandhook(char *, int);
487 void makechart(void);
488 void enqueue(char *);
490 /* mode arguments for srscan() */
492 #define SCAN_REQUEST 2
493 #define SCAN_STATUS 3
494 #define SCAN_NO_LEFTSIDE 4
496 WINDOW *fullscreen_window;
497 WINDOW *srscan_window;
498 WINDOW *report_window;
499 WINDOW *lrscan_window;
500 WINDOW *message_window;
501 WINDOW *prompt_window;
503 extern void clreol(void);
504 extern void clrscr(void);
505 extern void textcolor(int color);
506 extern void highvideo(void);
510 BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY,
511 DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
514 #define DAMAGED 128 /* marker for damaged ship in starmap */