typedef struct {
int snap, // snapshot taken
+ crew, // crew complement
+#define FULLCREW 428 /* BSD Trek was 387, that's wrong */
remkl, // remaining klingons
remcom, // remaining commanders
nscrem, // remaining super commanders
#define DDSP 14 // Added deep space probe
#define NDEVICES (15) // Number of devices
+#define damaged(dev) game.damage[dev] != 0.0
+
#define FOREVER 1e30
/* Define future events */
extern event *schedule(int, double);
extern void postpone(int, double);
extern double scheduled(int);
+#define findevent(evtype) &game.future[evtype]
#define SSTMAGIC "SST2.0\n"
condit, // condition (red/yellow/green/docked)
torps, // number of torpedoes
ship, // ship type -- 'E' is Enterprise
+ abandoned, // count of crew abandoned in space
length, // length of game
skill, // skill level
klhere, // klingons here
extern double aaitem;
extern char citem[10];
extern int seed;
-extern bool randready;
extern bool idebug;
-extern FILE *logfp;
+extern FILE *logfp, *replayfp;
/* the Space Thingy's global state should *not* be saved! */
extern coord thing;
FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,
- FHOLE} FINTYPE ;
+ FHOLE, FCREW} FINTYPE ;
enum loctype {neither, quadrant, sector};
#define IHR 'R'
void photon(void);
void warp(bool);
void doshield(int);
-void dock(int);
+void dock(bool);
void dreprt(void);
void chart(int);
void rechart(void);
void pause_game(int);
void nova(int, int);
void snova(int, int);
-void scom(int *);
+void scom(bool *);
void hittem(double *);
void prouts(char *, ...);
int isit(char *);