X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.h;h=2af0f192703c146121ff4f136b385f11ae53d79b;hp=0c0e49274f80cd7715e736b5a23ba63cccb4843f;hb=8700dc6a521fe201815aad02cf05f7f4c297c305;hpb=e535e2ef833a03ec84d0f002d684c07ddde893f1 diff --git a/src/sst.h b/src/sst.h index 0c0e492..2af0f19 100644 --- a/src/sst.h +++ b/src/sst.h @@ -4,6 +4,8 @@ #include #include #include +#include +#include #include #ifdef DATA_DIR @@ -12,14 +14,18 @@ #define SSTDOC DOC_NAME #endif +#define _(str) gettext(str) + #define min(x, y) ((x)<(y)?(x):(y)) #define max(x, y) ((x)>(y)?(x):(y)) // #define DEBUG #define PHASEFAC (2.0) -#define PLNETMAX (10) #define GALSIZE (8) +#define NINHAB (GALSIZE * GALSIZE / 2) +#define MAXUNINHAB (10) +#define PLNETMAX (NINHAB + MAXUNINHAB) #define QUADSIZE (10) #define BASEMAX (5) @@ -32,14 +38,17 @@ #define for_quadrants(i) for (i = 1; i <= GALSIZE; i++) #define for_sectors(i) for (i = 1; i <= QUADSIZE; i++) #define for_commanders(i) for (i = 1; i <= game.state.remcom; i++) -#define for_local_enemies(i) for (i = 1; i <= nenhere; i++) +#define for_local_enemies(i) for (i = 1; i <= game.nenhere; i++) #define for_starbases(i) for (i = 1; i <= game.state.rembase; i++) typedef struct { int x; /* Quadrant location of planet */ int y; enum {M=0, N=1, O=2} pclass; + int inhabited; /* if NZ, an index into a name array */ +#define UNINHABITED -1 int crystals; /* has crystals */ +#define MINED -1 /* used to have crystals, but they were mined out */ enum {unknown, known, shuttle_down} known; } planet; @@ -65,7 +74,7 @@ typedef struct { remtime; // remaining time struct { int stars; - int planets; + planet *planet; int starbase; int klingons; int romulans; @@ -79,12 +88,12 @@ typedef struct { } chart[GALSIZE+1][GALSIZE+1]; // the starchart (subscript 0 not used) } snapshot; // Data that is snapshot -#define NKILLK (inkling - game.state.remkl) -#define NKILLC (incom - game.state.remcom) -#define NKILLSC (inscom - game.state.nscrem) -#define NKILLROM (inrom - game.state.nromrem) +#define NKILLK (game.inkling - game.state.remkl) +#define NKILLC (game.incom - game.state.remcom) +#define NKILLSC (game.inscom - game.state.nscrem) +#define NKILLROM (game.inrom - game.state.nromrem) #define KLINGREM (game.state.remkl + game.state.remcom + game.state.nscrem) -#define INKLINGTOT (inkling + incom + inscom) +#define INKLINGTOT (game.inkling + game.incom + game.inscom) #define KLINGKILLED (INKLINGTOT - KLINGREM) #define SKILL_NONE 0 @@ -108,6 +117,7 @@ typedef struct { #define OPTION_MVBADDY 0x00000100 /* more enemies can move */ #define OPTION_BLKHOLE 0x00000200 /* black hole may timewarp you */ #define OPTION_BASE 0x00000400 /* bases have good shields */ +#define OPTION_WORLDS 0x00000800 /* logic for inhabited worlds */ #define OPTION_PLAIN 0x01000000 /* user chose plain game */ #define OPTION_ALMY 0x02000000 /* user chose Almy variant */ @@ -144,15 +154,8 @@ typedef struct { #define FDSPROB 8 // Move deep space probe #define NEVENTS (9) -// 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, -// but I just didn't think of it back when I started. - #define SSTMAGIC "SST2.0\n" -extern WINDOW *curwnd; - struct game { char magic[sizeof(SSTMAGIC)]; unsigned long options; @@ -167,186 +170,97 @@ struct game { char passwd[10]; // Self Destruct password int kx[(QUADSIZE+1)*(QUADSIZE+1)]; // enemy sector locations int ky[(QUADSIZE+1)*(QUADSIZE+1)]; - /* members with macro definitions start here */ - int inkling, - inbase, - incom, - inscom, - inrom, - instar, - intorps, - condit, - torps, - ship, - quadx, - quady, - sectx, - secty, - length, - skill, - basex, - basey, - klhere, - comhere, - casual, - nhelp, - nkinks, - ididit, - gamewon, - alive, - justin, - alldone, - shldchg, - plnetx, - plnety, - inorbit, - landed, - iplnet, - imine, - inplan, - nenhere, - ishere, - neutz, - irhere, - icraft, - ientesc, - iscraft, - isatb, - iscate, + int inkling, // Initial number of klingons + inbase, // Initial number of bases + incom, // Initial number of commanders + inscom, // Initial number of commanders + inrom, // Initial number of commanders + instar, // Initial stars + intorps, // Initial/Max torpedoes + condit, // Condition (red/yellow/green/docked) + torps, // number of torpedoes + ship, // Ship type -- 'E' is Enterprise + quadx, // where we are + quady, // + sectx, // where we are + secty, // + length, // length of game + skill, // skill level + basex, // position of base in current quadrant + basey, // + klhere, // klingons here + comhere, // commanders here + casual, // causalties + nhelp, // calls for help + nkinks, // count of energy-barrier crossings + ididit, // Action taken -- allows enemy to attack + gamewon, // Finished! + alive, // We are alive (not killed) + justin, // just entered quadrant + alldone, // game is now finished + shldchg, // shield is changing (affects efficiency) + plnetx, // location of planet in quadrant + plnety, // + inorbit, // orbiting + landed, // party on planet (1), on ship (-1) + iplnet, // planet # in quadrant + imine, // mining + inplan, // initial planets + nenhere, // number of enemies in quadrant + ishere, // super-commander in quandrant + neutz, // Romulan Neutral Zone + irhere, // Romulans in quadrant + icraft, // Kirk in Galileo + ientesc, // attempted escape from supercommander + iscraft, // =1 if craft on ship, -1 if removed from game + isatb, // =1 if super commander is attacking base + iscate, // super commander is here #ifdef DEBUG - idebug, + idebug, // debug mode #endif - iattak, - icrystl, - tourn, - thawed, - batx, - baty, - ithere, - ithx, - ithy, - iseenit, - probecx, - probecy, - proben, - isarmed, - nprobes; - double inresor, - intime, - inenrg, - inshld, - inlsr, - indate, - energy, - shield, - shldup, - warpfac, - wfacsq, - lsupres, - dist, - direc, - Time, - docfac, - resting, - damfac, - lastchart, - cryprob, - probex, - probey, - probeinx, - probeiny, - height; + iattak, // attack recursion elimination (was cracks[4]) + icrystl, // dilithium crystals aboard + tourn, // tournament number + thawed, // thawed game + batx, // base coordinates being attacked + baty, // + ithere, // Tholian is here + ithx, // coordinates of Tholian + ithy, // + iseenit, // seen base attack report + probecx, // current probe quadrant + probecy, // + proben, // number of moves for probe + isarmed, // probe is armed + nprobes; // number of probes available + double inresor, // initial resources + intime, // initial time + inenrg, // initial/max energy + inshld, // initial/max shield + inlsr, // initial life support resources + indate, // initial date + energy, // energy level + shield, // shield level + shldup, // shields are up + warpfac, // warp speed + wfacsq, // squared warp factor + lsupres, // life support reserves + dist, // movement distance + direc, // movement direction + optime, // time taken by current operation + docfac, // repair factor when docking (constant?) + resting, // rest time + damfac, // damage factor + lastchart, // time star chart was last updated + cryprob, // probability that crystal will work + probex, // location of probe + probey, // + probeinx, // probe x,y increment + probeiny, // + height; // height of orbit around planet }; extern struct game game; -#define inkling game.inkling // Initial number of klingons -#define inbase game.inbase // Initial number of bases -#define incom game.incom // Initian number of commanders -#define inscom game.inscom // Initian number of commanders -#define inrom game.inrom // Initian number of commanders -#define instar game.instar // Initial stars -#define intorps game.intorps // Initial/Max torpedoes -#define condit game.condit // Condition (red/yellow/green/docked) -#define torps game.torps // number of torpedoes -#define ship game.ship // Ship type -- 'E' is Enterprise -#define quadx game.quadx // where we are -#define quady game.quady // -#define sectx game.sectx // where we are -#define secty game.secty // -#define length game.length // length of game -#define skill game.skill // skill level -#define basex game.basex // position of base in current quad -#define basey game.basey // -#define klhere game.klhere // klingons here -#define comhere game.comhere // commanders here -#define casual game.casual // causalties -#define nhelp game.nhelp // calls for help -#define nkinks game.nkinks // -#define ididit game.ididit // Action taken -- allows enemy to attack -#define gamewon game.gamewon // Finished! -#define alive game.alive // We are alive (not killed) -#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 plnetx game.plnetx // location of planet in quadrant -#define plnety game.plnety // -#define inorbit game.inorbit // orbiting -#define landed game.landed // party on planet (1), on ship (-1) -#define iplnet game.iplnet // planet # in quadrant -#define imine game.imine // mining -#define inplan game.inplan // initial planets -#define nenhere game.nenhere // Number of enemies in quadrant -#define ishere game.ishere // Super-commander in quandrant -#define neutz game.neutz // Romulan Neutral Zone -#define irhere game.irhere // Romulans in quadrant -#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 -#define isatb game.isatb // =1 if SuperCommander is attacking base -#define iscate game.iscate // Super Commander is here -#ifdef DEBUG -#define idebug game.idebug // Debug mode -#endif -#define iattak game.iattak // attack recursion elimination (was cracks[4]) -#define icrystl game.icrystl // dilithium crystals aboard -#define tourn game.tourn // Tournament number -#define thawed game.thawed // Thawed game -#define batx game.batx // Base coordinates being attacked -#define baty game.baty // -#define ithere game.ithere // Tholean is here -#define ithx game.ithx // coordinates of tholean -#define ithy game.ithy -#define iseenit game.iseenit // Seen base attack report -#define inresor game.inresor // initial resources -#define intime game.intime // initial time -#define inenrg game.inenrg // Initial/Max Energy -#define inshld game.inshld // Initial/Max Shield -#define inlsr game.inlsr // initial life support resources -#define indate game.indate // Initial date -#define energy game.energy // Energy level -#define shield game.shield // Shield level -#define shldup game.shldup // Shields are up -#define warpfac game.warpfac // Warp speed -#define wfacsq game.wfacsq // squared warp factor -#define lsupres game.lsupres // life support reserves -#define dist game.dist // movement distance -#define direc game.direc // movement direction -#define Time game.Time // time taken by current operation -#define docfac game.docfac // repair factor when docking (constant?) -#define resting game.resting // rest time -#define damfac game.damfac // damage factor -#define lastchart game.lastchart // time star chart was last updated -#define cryprob game.cryprob // probability that crystal will work -#define probex game.probex // location of probe -#define probey game.probey -#define probecx game.probecx // current probe quadrant -#define probecy game.probecy -#define probeinx game.probeinx // Probe x,y increment -#define probeiny game.probeiny -#define proben game.proben // number of moves for probe -#define isarmed game.isarmed // Probe is armed -#define nprobes game.nprobes // number of probes available - /* the following global state doesn't need to be saved */ extern char *device[NDEVICES]; extern int iscore, iskill; // Common PLAQ @@ -375,6 +289,7 @@ enum loctype {neither, quadrant, sector}; #define IHS 'S' #define IHSTAR '*' #define IHP 'P' +#define IHW '@' #define IHB 'B' #define IHBLANK ' ' #define IHDOT '.' @@ -416,7 +331,7 @@ void setwrp(void); void events(void); void report(void); void eta(void); -void help(void); +void mayday(void); void abandn(void); void finish(FINTYPE); void dstrct(void); @@ -485,6 +400,7 @@ void setpassword(void); void commandhook(char *, int); void makechart(void); void enqueue(char *); +char *systemname(planet *); /* mode arguments for srscan() */ #define SCAN_FULL 1 @@ -492,12 +408,13 @@ void enqueue(char *); #define SCAN_STATUS 3 #define SCAN_NO_LEFTSIDE 4 -WINDOW *fullscreen_window; -WINDOW *srscan_window; -WINDOW *report_window; -WINDOW *lrscan_window; -WINDOW *message_window; -WINDOW *prompt_window; +extern WINDOW *curwnd; +extern WINDOW *fullscreen_window; +extern WINDOW *srscan_window; +extern WINDOW *report_window; +extern WINDOW *lrscan_window; +extern WINDOW *message_window; +extern WINDOW *prompt_window; extern void clreol(void); extern void clrscr(void); @@ -510,6 +427,4 @@ enum COLORS { DARKGRAY, LIGHTBLUE, LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW, WHITE }; -#define DAMAGED 128 /* marker for damaged ship in starmap */ - #endif