12 #define min(x, y) ((x)<(y)?(x):(y))
13 #define max(x, y) ((x)>(y)?(x):(y))
17 #define PHASEFAC (2.0)
25 int x; /* Quadrant location of planet */
27 enum {M=0, N=1, O=2} pclass;
28 int crystals; /* has crystals */
29 enum {unknown, known, shuttle_down} known;
32 #define DESTROY(pl) memset(pl, '\0', sizeof(planet))
35 int snap, // snapshot taken
36 remkl, // remaining klingons
37 remcom, // remaining commanders
38 rembase, // remaining bases
39 starkl, // destroyed stars
40 basekl, // destroyed bases
41 killk, // Klingons killed
42 killc, // commanders killed
43 galaxy[GALSIZE+1][GALSIZE+1], // The Galaxy (subscript 0 not used)
44 cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
45 baseqx[BASEMAX], // Base quadrant X
46 baseqy[BASEMAX], // Base quadrant Y
47 newstuf[GALSIZE+1][GALSIZE+1], // Extended galaxy goodies
48 isx, isy, // Coordinate of Super Commander
49 nscrem, // remaining super commanders
50 nromkl, // Romulans killed
51 nromrem, // Romulans remaining
52 nsckill, // super commanders killed
53 nplankl; // destroyed planets
54 planet plnets[PLNETMAX]; // Planet information
55 double date, // stardate
56 remres, // remaining resources
57 remtime; // remaining time
58 } snapshot; // Data that is snapshot
61 * This is how the integers in the galaxy array are encoded.
62 * Someday these should turn into structure fields.
64 #define SUPERNOVA_PLACE 1000
65 #define KLINGON_PLACE 100
68 #define KLINGONS(n) ((n)/KLINGON_PLACE)
69 #define BASES(n) (((n)%KLINGON_PLACE)/BASE_PLACE)
70 #define STARS(n) ((n)%BASE_PLACE)
71 #define NOEXIT(s) ((s) > 899) /* supernova or >8 Klingons */
74 #define ROMULAN_PLACE 10
75 #define ROMULANS(n) ((n)/ROMULAN_PLACE)
78 #define CHART_UNKNOWN -1
81 #define SKILL_NOVICE 1
84 #define SKILL_EXPERT 4
85 #define SKILL_EMERITUS 5
88 #define OPTION_ALL 0xffffffff
89 #define OPTION_TTY 0x00000001 /* old interface */
90 #define OPTION_CURSES 0x00000002 /* new interface */
91 #define OPTION_IOMODES 0x00000003 /* cover both interfaces */
92 #define OPTION_PLANETS 0x00000004 /* planets and mining */
93 #define OPTION_THOLIAN 0x00000008 /* Tholians and their webs */
94 #define OPTION_THINGY 0x00000010 /* Space Thingy can shoot back */
95 #define OPTION_PROBE 0x00000020 /* deep-space probes */
111 #define DDRAY 13 // Added deathray
112 #define DDSP 14 // Added deep space probe
113 #define NDEVICES (15) // Number of devices
115 // Scalar variables that are needed for freezing the game
116 // are placed in a structure. #defines are used to access by their
117 // original names. Gee, I could have done this with the d structure,
118 // but I just didn't think of it back when I started.
120 #define SSTMAGIC "SST2.0\n"
122 EXTERN WINDOW *curwnd;
125 char magic[sizeof(SSTMAGIC)];
126 unsigned long options;
129 char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
130 double kpower[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy energy levels
131 double kdist[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy distances
132 double kavgd[(QUADSIZE+1)*(QUADSIZE+1)]; // average distances
133 double damage[NDEVICES]; // damage encountered
134 double future[NEVENTS+1]; // future events
135 char passwd[10]; // Self Destruct password
136 int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations
137 int ky[(QUADSIZE+1)*(QUADSIZE+1)];
138 int starch[GALSIZE+1][GALSIZE+1]; // star chart
139 /* members with macro definitions start here */
227 #define inkling game.inkling // Initial number of klingons
228 #define inbase game.inbase // Initial number of bases
229 #define incom game.incom // Initian number of commanders
230 #define instar game.instar // Initial stars
231 #define intorps game.intorps // Initial/Max torpedoes
232 #define condit game.condit // Condition (red, yellow, green docked)
233 #define torps game.torps // number of torpedoes
234 #define ship game.ship // Ship type -- 'E' is Enterprise
235 #define quadx game.quadx // where we are
236 #define quady game.quady //
237 #define sectx game.sectx // where we are
238 #define secty game.secty //
239 #define length game.length // length of game
240 #define skill game.skill // skill level
241 #define basex game.basex // position of base in current quad
242 #define basey game.basey //
243 #define klhere game.klhere // klingons here
244 #define comhere game.comhere // commanders here
245 #define casual game.casual // causalties
246 #define nhelp game.nhelp // calls for help
247 #define nkinks game.nkinks //
248 #define ididit game.ididit // Action taken -- allows enemy to attack
249 #define gamewon game.gamewon // Finished!
250 #define alive game.alive // We are alive (not killed)
251 #define justin game.justin // just entered quadrant
252 #define alldone game.alldone // game is now finished
253 #define shldchg game.shldchg // shield is changing (affects efficiency)
254 #define plnetx game.plnetx // location of planet in quadrant
255 #define plnety game.plnety //
256 #define inorbit game.inorbit // orbiting
257 #define landed game.landed // party on planet (1), on ship (-1)
258 #define iplnet game.iplnet // planet # in quadrant
259 #define imine game.imine // mining
260 #define inplan game.inplan // initial planets
261 #define nenhere game.nenhere // Number of enemies in quadrant
262 #define ishere game.ishere // Super-commander in quandrant
263 #define neutz game.neutz // Romulan Neutral Zone
264 #define irhere game.irhere // Romulans in quadrant
265 #define icraft game.icraft // Kirk in Galileo
266 #define ientesc game.ientesc // Attempted escape from supercommander
267 #define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
268 #define isatb game.isatb // =1 if SuperCommander is attacking base
269 #define iscate game.iscate // Super Commander is here
271 #define idebug game.idebug // Debug mode
273 #define iattak game.iattak // attack recursion elimination (was cracks[4])
274 #define icrystl game.icrystl // dilithium crystals aboard
275 #define tourn game.tourn // Tournament number
276 #define thawed game.thawed // Thawed game
277 #define batx game.batx // Base coordinates being attacked
278 #define baty game.baty //
279 #define ithere game.ithere // Tholean is here
280 #define ithx game.ithx // coordinates of tholean
281 #define ithy game.ithy
282 #define iseenit game.iseenit // Seen base attack report
283 #define inresor game.inresor // initial resources
284 #define intime game.intime // initial time
285 #define inenrg game.inenrg // Initial/Max Energy
286 #define inshld game.inshld // Initial/Max Shield
287 #define inlsr game.inlsr // initial life support resources
288 #define indate game.indate // Initial date
289 #define energy game.energy // Energy level
290 #define shield game.shield // Shield level
291 #define shldup game.shldup // Shields are up
292 #define warpfac game.warpfac // Warp speed
293 #define wfacsq game.wfacsq // squared warp factor
294 #define lsupres game.lsupres // life support reserves
295 #define dist game.dist // movement distance
296 #define direc game.direc // movement direction
297 #define Time game.Time // time taken by current operation
298 #define docfac game.docfac // repair factor when docking (constant?)
299 #define resting game.resting // rest time
300 #define damfac game.damfac // damage factor
301 #define stdamtim game.stdamtim // time that star chart was damaged
302 #define cryprob game.cryprob // probability that crystal will work
303 #define probex game.probex // location of probe
304 #define probey game.probey
305 #define probecx game.probecx // current probe quadrant
306 #define probecy game.probecy
307 #define probeinx game.probeinx // Probe x,y increment
308 #define probeiny game.probeiny
309 #define proben game.proben // number of moves for probe
310 #define isarmed game.isarmed // Probe is armed
311 #define nprobes game.nprobes // number of probes available
313 /* the following global state doesn't need to be saved */
314 EXTERN char *device[NDEVICES];
315 EXTERN int iscore, iskill; // Common PLAQ
316 EXTERN double perdate;
317 EXTERN double aaitem;
318 EXTERN char citem[10];
320 /* the Space Thingy's global state should *not* be saved! */
321 EXTERN int thingx, thingy, iqhere, iqengry;
323 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
324 FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
325 FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
326 FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
328 enum loctype {neither, quadrant, sector};
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] = {
390 /* Function prototypes */
414 void finish(FINTYPE);
427 void prout(char *, ...);
428 void proutn(char *, ...);
434 char *cramlc(enum loctype, int, int);
435 double expran(double);
437 void iran(int, int *, int *);
438 #define square(i) ((i)*(i))
439 void dropin(int, int*, int*);
443 void ram(int, int, int, int);
444 void crmena(int, int, int, int, int);
445 void deadkl(int, int, int, int, int);
448 void torpedo(double, double, int, int, double *, int, int, int);
450 void pause_game(int);
452 void snova(int, int);
454 void hittem(double *);
455 void prouts(char *, ...);
460 void drawmaps(short);
463 void usecrystals(void);
467 void attakreport(int);
471 void setwnd(WINDOW *);
473 void boom(int ii, int jj);
474 void tracktorpedo(int x, int y, int ix, int iy, int wait, int l, int i, int n, int iquad);
475 void cgetline(char *, int);
477 void setpassword(void);
478 void commandhook(char *, int);
479 void makechart(void);
480 void enqueue(char *);
482 /* mode arguments for srscan() */
484 #define SCAN_REQUEST 2
485 #define SCAN_STATUS 3
486 #define SCAN_NO_LEFTSIDE 4
488 WINDOW *fullscreen_window;
489 WINDOW *srscan_window;
490 WINDOW *report_window;
491 WINDOW *lrscan_window;
492 WINDOW *message_window;
493 WINDOW *prompt_window;
495 extern void clreol(void);
496 extern void clrscr(void);
497 extern void textcolor(int color);
498 extern void highvideo(void);
502 BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGRAY,
503 DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE
506 #define DAMAGED 128 /* marker for damaged ship in starmap */