#define NEVENTS (8)
#define GALSIZE (8)
#define QUADSIZE (10)
+#define BASEMAX (6)
typedef struct {
int x; /* Quadrant location of planet */
killc, // commanders killed
galaxy[GALSIZE+1][GALSIZE+1], // The Galaxy (subscript 0 not used)
cx[QUADSIZE+1],cy[QUADSIZE+1], // Commander quadrant coordinates
- baseqx[6], // Base quadrant X
- baseqy[6], // Base quadrant Y
+ baseqx[BASEMAX], // Base quadrant X
+ baseqy[BASEMAX], // Base quadrant Y
newstuf[GALSIZE+1][GALSIZE+1], // Extended galaxy goodies
isx, isy, // Coordinate of Super Commander
nscrem, // remaining super commanders
remtime; // remaining time
} snapshot; // Data that is snapshot
+/*
+ * This is how the integers in the galaxy array are encoded.
+ * Someday these should turn into structure fields.
+ */
+#define SUPERNOVA_PLACE 1000
+#define KLINGON_PLACE 100
+#define BASE_PLACE 10
+#define STAR_PLACE 1
+#define KLINGONS(n) ((n)/KLINGON_PLACE)
+#define BASES(n) (((n)%KLINGON_PLACE)/BASE_PLACE)
+#define STARS(n) ((n)%BASE_PLACE)
+#define NOEXIT(s) ((s) > 899) /* supernova or >8 Klingons */
+
+/* for newstuff */
+#define ROMULAN_PLACE 10
+#define ROMULANS(n) ((n)/ROMULAN_PLACE)
+
+/* for starch */
+#define CHART_UNKNOWN -1
+
+#define SKILL_NONE 0
+#define SKILL_NOVICE 1
+#define SKILL_FAIR 2
+#define SKILL_GOOD 3
+#define SKILL_EXPERT 4
+#define SKILL_EMERITUS 5
+
+/* game options */
+#define OPTION_ALL 0xffffffff
+#define OPTION_TTY 0x00000001 /* old interface */
+#define OPTION_CURSES 0x00000002 /* new interface */
+#define OPTION_IOMODES 0x00000003 /* cover both interfaces */
+#define OPTION_PLANETS 0x00000004 /* planets and mining */
+#define OPTION_THOLIAN 0x00000008 /* Tholians and their webs */
+#define OPTION_THINGY 0x00000010 /* Space Thingy can shoot back */
+#define OPTION_PROBE 0x00000020 /* deep-space probes */
+
// Scalar variables that are needed for freezing the game
// are placed in a structure. #defines are used to access by their
// original names. Gee, I could have done this with the d structure,
EXTERN struct {
char magic[sizeof(SSTMAGIC)];
+ unsigned long options;
snapshot state;
snapshot snapsht;
char quad[QUADSIZE+1][QUADSIZE+1]; // contents of our quadrant
justin,
alldone,
shldchg,
- thingx,
- thingy,
plnetx,
plnety,
inorbit,
batx,
baty,
ithere,
- iqhere,
- iqengry,
ithx,
ithy,
iseenit,
#define justin game.justin // just entered quadrant
#define alldone game.alldone // game is now finished
#define shldchg game.shldchg // shield is changing (affects efficiency)
-#define thingx game.thingx // location of strange object in galaxy
-#define thingy game.thingy //
#define plnetx game.plnetx // location of planet in quadrant
#define plnety game.plnety //
#define inorbit game.inorbit // orbiting
#define ishere game.ishere // Super-commander in quandrant
#define neutz game.neutz // Romulan Neutral Zone
#define irhere game.irhere // Romulans in quadrant
-#define iqhere game.iqhere // Thing in quadrant
-#define iqengry game.iqengry // Thing attacking
#define icraft game.icraft // Kirk in Galileo
#define ientesc game.ientesc // Attempted escape from supercommander
#define iscraft game.iscraft // =1 if craft on ship, -1 if removed from game
EXTERN double aaitem;
EXTERN char citem[10];
+/* the Space Thingy's global state should *not* be saved! */
+EXTERN int thingx, thingy, iqhere, iqengry;
+
typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,
FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,
FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,
char *cramlc(enum loctype, int, int);
double expran(double);
double Rand(void);
-void iran8(int *, int *);
-void iran10(int *, int *);
+void iran(int, int *, int *);
#define square(i) ((i)*(i))
void dropin(int, int*, int*);
void newcnd(void);
int isit(char *);
void preport(void);
void orbit(void);
-void sensor(void);
+void sensor(int);
void drawmaps(short);
void beam(void);
void mine(void);
void attakreport(int);
void movetho(void);
void probe(void);
-void iostart(int);
+void iostart(void);
void setwnd(WINDOW *);
void warble(void);
void boom(int ii, int jj);