Better project documentation.
[super-star-trek.git] / sst.h
diff --git a/sst.h b/sst.h
index dcbb14ddd2ea732eb389c806d4eb76a842ac27ef..8705b8480ce06277cbb4e6c410e2e658f35a99c7 100644 (file)
--- a/sst.h
+++ b/sst.h
 \r
 // #define DEBUG\r
 \r
-#define ndevice (15)   // Number of devices\r
-#define phasefac (2.0)\r
+#define NDEVICES (15)  // Number of devices\r
+#define PHASEFAC (2.0)\r
 #define PLNETMAX (10)\r
 #define NEVENTS (8)\r
 \r
 typedef struct {\r
-       int x;  /* Quadrant location of planet */\r
-       int y;\r
-       int pclass; /* class M, N, or O (1, 2, or 3) */\r
-       int crystals; /* has crystals */\r
-       int known;   /* =1 contents known, =2 shuttle on this planet */\r
-} PLANETS;\r
+    int x;     /* Quadrant location of planet */\r
+    int y;\r
+    enum {M=0, N=1, O=2} pclass;\r
+    int crystals; /* has crystals */\r
+    enum {unknown, known, shuttle_down} known;\r
+} planet;\r
 \r
-EXTERN struct foo {\r
-               int snap,               // snapshot taken\r
-               remkl,                  // remaining klingons\r
-           remcom,                     // remaining commanders\r
-               rembase,                // remaining bases\r
-               starkl,                 // destroyed stars\r
-               basekl,                 // destroyed bases\r
-               killk,                  // Klingons killed\r
-               killc,                  // commanders killed\r
-               galaxy[9][9],   // The Galaxy (subscript 0 not used)\r
-               cx[11],cy[11],  // Commander quadrant coordinates\r
-               baseqx[6],              // Base quadrant X\r
-               baseqy[6],              // Base quadrant Y\r
-               newstuf[9][9],  // Extended galaxy goodies\r
-               isx, isy,               // Coordinate of Super Commander\r
-               nscrem,                 // remaining super commanders\r
-               nromkl,                 // Romulans killed\r
-               nromrem,                // Romulans remaining\r
-               nsckill,                // super commanders killed\r
-               nplankl;                // destroyed planets\r
-       PLANETS plnets[PLNETMAX+1];  // Planet information\r
+#define DESTROY(pl)    memset(pl, '\0', sizeof(planet))\r
+\r
+typedef struct {\r
+    int snap,          // snapshot taken\r
+       remkl,                  // remaining klingons\r
+       remcom,                 // remaining commanders\r
+       rembase,                // remaining bases\r
+       starkl,                 // destroyed stars\r
+       basekl,                 // destroyed bases\r
+       killk,                  // Klingons killed\r
+       killc,                  // commanders killed\r
+       galaxy[9][9],   // The Galaxy (subscript 0 not used)\r
+       cx[11],cy[11],  // Commander quadrant coordinates\r
+       baseqx[6],              // Base quadrant X\r
+       baseqy[6],              // Base quadrant Y\r
+       newstuf[9][9],  // Extended galaxy goodies\r
+       isx, isy,               // Coordinate of Super Commander\r
+       nscrem,                 // remaining super commanders\r
+       nromkl,                 // Romulans killed\r
+       nromrem,                // Romulans remaining\r
+       nsckill,                // super commanders killed\r
+       nplankl;                // destroyed planets\r
+       planet plnets[PLNETMAX];  // Planet information\r
        double date,            // stardate\r
-               remres,                 // remaining resources\r
+           remres,             // remaining resources\r
            remtime;            // remaining time\r
-} d, snapsht;                  // Data that is snapshot\r
-\r
-EXTERN char\r
-               quad[11][11];   // contents of our quadrant\r
+} snapshot;                            // Data that is snapshot\r
 \r
 // Scalar variables that are needed for freezing the game\r
 // are placed in a structure. #defines are used to access by their\r
 // original names. Gee, I could have done this with the d structure,\r
 // but I just didn't think of it back when I started.\r
 \r
-EXTERN struct foo2 {\r
-       int inkling,\r
+#define SSTMAGIC       "SST2.0\n"\r
+\r
+EXTERN struct {\r
+    char magic[sizeof(SSTMAGIC)];\r
+    snapshot state;\r
+    snapshot snapsht;\r
+    char quad[11][11];         // contents of our quadrant\r
+    double kpower[21];         // enemy energy levels\r
+    double kdist[21];          // enemy distances\r
+    double kavgd[21];          // average distances\r
+    double damage[NDEVICES+1]; // damage encountered\r
+    double future[NEVENTS+1];  // future events\r
+    char passwd[10];           // Self Destruct password\r
+    int kx[21];                        // enemy sector locations\r
+    int ky[21];\r
+    int starch[9][9];          // star chart\r
+    /* members with macro definitions start here */\r
+    int inkling,\r
        inbase,\r
        incom,\r
        instar,\r
@@ -121,7 +136,7 @@ EXTERN struct foo2 {
        proben,\r
        isarmed,\r
        nprobes;\r
-       double inresor,\r
+    double inresor,\r
        intime,\r
        inenrg,\r
        inshld,\r
@@ -145,129 +160,110 @@ EXTERN struct foo2 {
        probey,\r
        probeinx,\r
        probeiny;\r
-} a;\r
+} game;\r
 \r
-#define inkling a.inkling              // Initial number of klingons\r
-#define inbase a.inbase                        // Initial number of bases\r
-#define incom a.incom                  // Initian number of commanders\r
-#define instar a.instar                        // Initial stars\r
-#define intorps a.intorps              // Initial/Max torpedoes\r
-#define condit a.condit                        // Condition (red, yellow, green docked)\r
-#define torps a.torps                  // number of torpedoes\r
-#define ship a.ship                            // Ship type -- 'E' is Enterprise\r
-#define quadx a.quadx                  // where we are\r
-#define quady a.quady                  //\r
-#define sectx a.sectx                  // where we are\r
-#define secty a.secty                  //\r
-#define length a.length                        // length of game\r
-#define skill a.skill                  // skill level\r
-#define basex a.basex                  // position of base in current quad\r
-#define basey a.basey                  //\r
-#define klhere a.klhere                        // klingons here\r
-#define comhere a.comhere              // commanders here\r
-#define casual a.casual                        // causalties\r
-#define nhelp a.nhelp                  // calls for help\r
-#define nkinks a.nkinks                        //\r
-#define ididit a.ididit                        // Action taken -- allows enemy to attack\r
-#define gamewon a.gamewon              // Finished!\r
-#define alive a.alive                  // We are alive (not killed)\r
-#define justin a.justin                        // just entered quadrant\r
-#define alldone a.alldone              // game is now finished\r
-#define shldchg a.shldchg              // shield is changing (affects efficiency)\r
-#define thingx a.thingx                        // location of strange object in galaxy\r
-#define thingy a.thingy                        //\r
-#define plnetx a.plnetx                        // location of planet in quadrant\r
-#define plnety a.plnety                        //\r
-#define inorbit a.inorbit              // orbiting\r
-#define landed a.landed                        // party on planet (1), on ship (-1)\r
-#define iplnet a.iplnet                        // planet # in quadrant\r
-#define imine a.imine                  // mining\r
-#define inplan a.inplan                        // initial planets\r
-#define nenhere a.nenhere              // Number of enemies in quadrant\r
-#define ishere a.ishere                        // Super-commander in quandrant\r
-#define neutz a.neutz                  // Romulan Neutral Zone\r
-#define irhere a.irhere                        // Romulans in quadrant\r
-#define icraft a.icraft                        // Kirk in Galileo\r
-#define ientesc a.ientesc              // Attempted escape from supercommander\r
-#define iscraft a.iscraft              // =1 if craft on ship, -1 if removed from game\r
-#define isatb a.isatb                  // =1 if SuperCommander is attacking base\r
-#define iscate a.iscate                        // Super Commander is here\r
+#define inkling game.inkling           // Initial number of klingons\r
+#define inbase game.inbase                     // Initial number of bases\r
+#define incom game.incom                       // Initian number of commanders\r
+#define instar game.instar                     // Initial stars\r
+#define intorps game.intorps           // Initial/Max torpedoes\r
+#define condit game.condit                     // Condition (red, yellow, green docked)\r
+#define torps game.torps                       // number of torpedoes\r
+#define ship game.ship                         // Ship type -- 'E' is Enterprise\r
+#define quadx game.quadx                       // where we are\r
+#define quady game.quady                       //\r
+#define sectx game.sectx                       // where we are\r
+#define secty game.secty                       //\r
+#define length game.length                     // length of game\r
+#define skill game.skill                       // skill level\r
+#define basex game.basex                       // position of base in current quad\r
+#define basey game.basey                       //\r
+#define klhere game.klhere                     // klingons here\r
+#define comhere game.comhere           // commanders here\r
+#define casual game.casual                     // causalties\r
+#define nhelp game.nhelp                       // calls for help\r
+#define nkinks game.nkinks                     //\r
+#define ididit game.ididit                     // Action taken -- allows enemy to attack\r
+#define gamewon game.gamewon           // Finished!\r
+#define alive game.alive                       // We are alive (not killed)\r
+#define justin game.justin                     // just entered quadrant\r
+#define alldone game.alldone           // game is now finished\r
+#define shldchg game.shldchg           // shield is changing (affects efficiency)\r
+#define thingx game.thingx                     // location of strange object in galaxy\r
+#define thingy game.thingy                     //\r
+#define plnetx game.plnetx                     // location of planet in quadrant\r
+#define plnety game.plnety                     //\r
+#define inorbit game.inorbit           // orbiting\r
+#define landed game.landed                     // party on planet (1), on ship (-1)\r
+#define iplnet game.iplnet                     // planet # in quadrant\r
+#define imine game.imine                       // mining\r
+#define inplan game.inplan                     // initial planets\r
+#define nenhere game.nenhere           // Number of enemies in quadrant\r
+#define ishere game.ishere                     // Super-commander in quandrant\r
+#define neutz game.neutz                       // Romulan Neutral Zone\r
+#define irhere game.irhere                     // Romulans in quadrant\r
+#define icraft game.icraft                     // Kirk in Galileo\r
+#define ientesc game.ientesc           // Attempted escape from supercommander\r
+#define iscraft game.iscraft           // =1 if craft on ship, -1 if removed from game\r
+#define isatb game.isatb                       // =1 if SuperCommander is attacking base\r
+#define iscate game.iscate                     // Super Commander is here\r
 #ifdef DEBUG\r
-#define idebug a.idebug                        // Debug mode\r
+#define idebug game.idebug                     // Debug mode\r
 #endif\r
-#define iattak a.iattak                        // attack recursion elimination (was cracks[4])\r
-#define icrystl a.icrystl              // dilithium crystals aboard\r
-#define tourn a.tourn                  // Tournament number\r
-#define thawed a.thawed                        // Thawed game\r
-#define batx a.batx                            // Base coordinates being attacked\r
-#define baty a.baty                            //\r
-#define ithere a.ithere                        // Tholean is here \r
-#define ithx a.ithx                            // coordinates of tholean\r
-#define ithy a.ithy\r
-#define iseenit a.iseenit              // Seen base attack report\r
-#define inresor a.inresor              // initial resources\r
-#define intime a.intime                        // initial time\r
-#define inenrg a.inenrg                        // Initial/Max Energy\r
-#define inshld a.inshld                        // Initial/Max Shield\r
-#define inlsr a.inlsr                  // initial life support resources\r
-#define indate a.indate                        // Initial date\r
-#define energy a.energy                        // Energy level\r
-#define shield a.shield                        // Shield level\r
-#define shldup a.shldup                        // Shields are up\r
-#define warpfac a.warpfac              // Warp speed\r
-#define wfacsq a.wfacsq                        // squared warp factor\r
-#define lsupres a.lsupres              // life support reserves\r
-#define dist a.dist                            // movement distance\r
-#define direc a.direc                  // movement direction\r
-#define Time a.Time                            // time taken by current operation\r
-#define docfac a.docfac                        // repair factor when docking (constant?)\r
-#define resting a.resting              // rest time\r
-#define damfac a.damfac                        // damage factor\r
-#define stdamtim a.stdamtim            // time that star chart was damaged\r
-#define cryprob a.cryprob              // probability that crystal will work\r
-#define probex a.probex                        // location of probe\r
-#define probey a.probey\r
-#define probecx a.probecx              // current probe quadrant\r
-#define probecy a.probecy      \r
-#define probeinx a.probeinx            // Probe x,y increment\r
-#define probeiny a.probeiny            \r
-#define proben a.proben                        // number of moves for probe\r
-#define isarmed a.isarmed              // Probe is armed\r
-#define nprobes a.nprobes              // number of probes available\r
-\r
-EXTERN int\r
-               kx[21],                 // enemy sector locations\r
-               ky[21],\r
-               starch[9][9];   // star chart\r
+#define iattak game.iattak                     // attack recursion elimination (was cracks[4])\r
+#define icrystl game.icrystl           // dilithium crystals aboard\r
+#define tourn game.tourn                       // Tournament number\r
+#define thawed game.thawed                     // Thawed game\r
+#define batx game.batx                         // Base coordinates being attacked\r
+#define baty game.baty                         //\r
+#define ithere game.ithere                     // Tholean is here \r
+#define ithx game.ithx                         // coordinates of tholean\r
+#define ithy game.ithy\r
+#define iseenit game.iseenit           // Seen base attack report\r
+#define inresor game.inresor           // initial resources\r
+#define intime game.intime                     // initial time\r
+#define inenrg game.inenrg                     // Initial/Max Energy\r
+#define inshld game.inshld                     // Initial/Max Shield\r
+#define inlsr game.inlsr                       // initial life support resources\r
+#define indate game.indate                     // Initial date\r
+#define energy game.energy                     // Energy level\r
+#define shield game.shield                     // Shield level\r
+#define shldup game.shldup                     // Shields are up\r
+#define warpfac game.warpfac           // Warp speed\r
+#define wfacsq game.wfacsq                     // squared warp factor\r
+#define lsupres game.lsupres           // life support reserves\r
+#define dist game.dist                         // movement distance\r
+#define direc game.direc                       // movement direction\r
+#define Time game.Time                         // time taken by current operation\r
+#define docfac game.docfac                     // repair factor when docking (constant?)\r
+#define resting game.resting           // rest time\r
+#define damfac game.damfac                     // damage factor\r
+#define stdamtim game.stdamtim         // time that star chart was damaged\r
+#define cryprob game.cryprob           // probability that crystal will work\r
+#define probex game.probex                     // location of probe\r
+#define probey game.probey\r
+#define probecx game.probecx           // current probe quadrant\r
+#define probecy game.probecy   \r
+#define probeinx game.probeinx         // Probe x,y increment\r
+#define probeiny game.probeiny         \r
+#define proben game.proben                     // number of moves for probe\r
+#define isarmed game.isarmed           // Probe is armed\r
+#define nprobes game.nprobes           // number of probes available\r
 \r
+/* the following global state doesn't need to be saved */\r
 EXTERN int fromcommandline; // Game start from command line options\r
-\r
-\r
-EXTERN char    passwd[10],             // Self Destruct password\r
-               *device[ndevice+1];\r
-\r
-EXTERN PLANETS nulplanet;      // zeroed planet structure\r
-\r
-EXTERN double\r
-               kpower[21],             // enemy energy levels\r
-               kdist[21],              // enemy distances\r
-               kavgd[21],              // average distances\r
-               damage[ndevice+1],              // damage encountered\r
-               future[NEVENTS+1];              // future events\r
-\r
+EXTERN char    *device[NDEVICES+1];\r
 EXTERN int iscore, iskill; // Common PLAQ\r
 EXTERN double perdate;\r
+EXTERN double aaitem;\r
+EXTERN char citem[10];\r
 \r
 typedef enum {FWON, FDEPLETE, FLIFESUP, FNRG, FBATTLE,\r
               FNEG3, FNOVA, FSNOVAED, FABANDN, FDILITHIUM,\r
                          FMATERIALIZE, FPHASER, FLOST, FMINING, FDPLANET,\r
                          FPNOVA, FSSC, FSTRACTOR, FDRAY, FTRIBBLE,\r
                          FHOLE} FINTYPE ;\r
-\r
-\r
-EXTERN double aaitem;\r
-EXTERN char citem[10];\r
-\r
+enum loctype {neither, quadrant, sector};\r
 \r
 /* Define devices */\r
 #define DSRSENS 1\r
@@ -299,8 +295,7 @@ EXTERN char citem[10];
 #define FDSPROB 8   // Move deep space probe\r
 \r
 #ifdef INCLUDED\r
-PLANETS nulplanet = {0};\r
-char *device[ndevice+1] = {\r
+char *device[NDEVICES+1] = {\r
        "",\r
        "S. R. Sensors",\r
        "L. R. Sensors",\r
@@ -354,7 +349,7 @@ void lrscan(void);
 void phasers(void);\r
 void photon(void);\r
 void warp(int);\r
-void sheild(int);\r
+void doshield(int);\r
 void dock(void);\r
 void dreprt(void);\r
 void chart(int);\r
@@ -379,14 +374,14 @@ int scan(void);
 void chew(void);\r
 void chew2(void);\r
 void skip(int);\r
-void prout(char *s);\r
-void proutn(char *s);\r
+void prout(char *, ...);\r
+void proutn(char *, ...);\r
 void stars(void);\r
 void newqad(int);\r
 int ja(void);\r
 void cramen(int);\r
 void crmshp(void);\r
-void cramlc(int, int, int);\r
+char *cramlc(enum loctype, int, int);\r
 double expran(double);\r
 double Rand(void);\r
 void iran8(int *, int *);\r
@@ -402,15 +397,13 @@ void deadkl(int, int, int, int, int);
 void timwrp(void);\r
 void movcom(void);\r
 void torpedo(double, double, int, int, double *);\r
-void cramf(double, int, int);\r
-void crami(int, int);\r
 void huh(void);\r
 void pause(int);\r
 void nova(int, int);\r
 void snova(int, int);\r
 void scom(int *);\r
 void hittem(double *);\r
-void prouts(char *);\r
+void prouts(char *, ...);\r
 int isit(char *);\r
 void preport(void);\r
 void orbit(void);\r