057afceb86
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
311 lines
7.4 KiB
C
311 lines
7.4 KiB
C
/*
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* Copyright (c) 1983, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*
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* @(#)externs.h 8.1 (Berkeley) 5/31/93
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*/
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#include <stdio.h>
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#include <signal.h>
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#include <ctype.h>
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#include <setjmp.h>
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#include "machdep.h"
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/* program mode */
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int mode;
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jmp_buf restart;
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#define MODE_PLAYER 1
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#define MODE_DRIVER 2
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#define MODE_LOGGER 3
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/* command line flags */
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char debug; /* -D */
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char randomize; /* -x, give first available ship */
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char longfmt; /* -l, print score in long format */
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char nobells; /* -b, don't ring bell before Signal */
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/* other initial modes */
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char issetuid; /* running setuid */
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#define die() ((rand() >> 3) % 6 + 1)
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#define sqr(a) ((a) * (a))
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#define abs(a) ((a) > 0 ? (a) : -(a))
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#define min(a,b) ((a) < (b) ? (a) : (b))
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#define grappled(a) ((a)->file->ngrap)
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#define fouled(a) ((a)->file->nfoul)
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#define snagged(a) (grappled(a) + fouled(a))
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#define grappled2(a, b) ((a)->file->grap[(b)->file->index].sn_count)
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#define fouled2(a, b) ((a)->file->foul[(b)->file->index].sn_count)
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#define snagged2(a, b) (grappled2(a, b) + fouled2(a, b))
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#define Xgrappled2(a, b) ((a)->file->grap[(b)->file->index].sn_turn < turn-1 ? grappled2(a, b) : 0)
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#define Xfouled2(a, b) ((a)->file->foul[(b)->file->index].sn_turn < turn-1 ? fouled2(a, b) : 0)
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#define Xsnagged2(a, b) (Xgrappled2(a, b) + Xfouled2(a, b))
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#define cleangrapple(a, b, c) Cleansnag(a, b, c, 1)
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#define cleanfoul(a, b, c) Cleansnag(a, b, c, 2)
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#define cleansnag(a, b, c) Cleansnag(a, b, c, 3)
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#define sterncolour(sp) ((sp)->file->stern+'0'-((sp)->file->captured?10:0))
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#define sternrow(sp) ((sp)->file->row + dr[(sp)->file->dir])
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#define sterncol(sp) ((sp)->file->col + dc[(sp)->file->dir])
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#define capship(sp) ((sp)->file->captured?(sp)->file->captured:(sp))
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#define readyname(r) ((r) & R_LOADING ? '*' : ((r) & R_INITIAL ? '!' : ' '))
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/* loadL and loadR, should match loadname[] */
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#define L_EMPTY 0 /* should be 0, don't change */
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#define L_GRAPE 1
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#define L_CHAIN 2
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#define L_ROUND 3
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#define L_DOUBLE 4
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#define L_EXPLODE 5
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/*
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* readyL and readyR, these are bits, except R_EMPTY
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*/
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#define R_EMPTY 0 /* not loaded and not loading */
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#define R_LOADING 1 /* loading */
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#define R_DOUBLE 2 /* loading double */
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#define R_LOADED 4 /* loaded */
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#define R_INITIAL 8 /* loaded initial */
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#define HULL 0
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#define RIGGING 1
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#define W_CAPTAIN 1
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#define W_CAPTURED 2
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#define W_CLASS 3
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#define W_CREW 4
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#define W_DBP 5
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#define W_DRIFT 6
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#define W_EXPLODE 7
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#define W_FILE 8
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#define W_FOUL 9
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#define W_GUNL 10
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#define W_GUNR 11
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#define W_HULL 12
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#define W_MOVE 13
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#define W_OBP 14
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#define W_PCREW 15
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#define W_UNFOUL 16
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#define W_POINTS 17
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#define W_QUAL 18
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#define W_UNGRAP 19
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#define W_RIGG 20
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#define W_COL 21
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#define W_DIR 22
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#define W_ROW 23
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#define W_SIGNAL 24
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#define W_SINK 25
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#define W_STRUCK 26
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#define W_TA 27
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#define W_ALIVE 28
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#define W_TURN 29
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#define W_WIND 30
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#define W_FS 31
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#define W_GRAP 32
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#define W_RIG1 33
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#define W_RIG2 34
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#define W_RIG3 35
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#define W_RIG4 36
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#define W_BEGIN 37
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#define W_END 38
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#define W_DDEAD 39
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#define NLOG 10
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struct logs {
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char l_name[20];
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int l_uid;
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int l_shipnum;
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int l_gamenum;
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int l_netpoints;
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};
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struct BP {
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short turnsent;
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struct ship *toship;
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short mensent;
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};
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struct snag {
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short sn_count;
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short sn_turn;
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};
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#define NSCENE nscene
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#define NSHIP 10
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#define NBP 3
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#define NNATION 8
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#define N_A 0
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#define N_B 1
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#define N_S 2
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#define N_F 3
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#define N_J 4
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#define N_D 5
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#define N_K 6
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#define N_O 7
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struct File {
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int index;
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char captain[20]; /* 0 */
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short points; /* 20 */
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char loadL; /* 22 */
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char loadR; /* 24 */
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char readyL; /* 26 */
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char readyR; /* 28 */
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struct BP OBP[NBP]; /* 30 */
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struct BP DBP[NBP]; /* 48 */
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char struck; /* 66 */
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struct ship *captured; /* 68 */
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short pcrew; /* 70 */
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char movebuf[10]; /* 72 */
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char drift; /* 82 */
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short nfoul;
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short ngrap;
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struct snag foul[NSHIP]; /* 84 */
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struct snag grap[NSHIP]; /* 124 */
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char RH; /* 224 */
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char RG; /* 226 */
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char RR; /* 228 */
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char FS; /* 230 */
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char explode; /* 232 */
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char sink; /* 234 */
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char dir;
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short col;
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short row;
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char loadwith;
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char stern;
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};
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struct ship {
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char *shipname; /* 0 */
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struct shipspecs *specs; /* 2 */
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char nationality; /* 4 */
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short shiprow; /* 6 */
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short shipcol; /* 8 */
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char shipdir; /* 10 */
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struct File *file; /* 12 */
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};
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struct scenario {
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char winddir; /* 0 */
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char windspeed; /* 2 */
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char windchange; /* 4 */
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char vessels; /* 12 */
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char *name; /* 14 */
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struct ship ship[NSHIP]; /* 16 */
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};
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struct scenario scene[];
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int nscene;
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struct shipspecs {
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char bs;
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char fs;
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char ta;
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short guns;
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char class;
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char hull;
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char qual;
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char crew1;
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char crew2;
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char crew3;
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char gunL;
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char gunR;
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char carL;
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char carR;
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char rig1;
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char rig2;
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char rig3;
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char rig4;
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short pts;
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};
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struct shipspecs specs[];
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struct scenario *cc; /* the current scenario */
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struct ship *ls; /* &cc->ship[cc->vessels] */
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#define SHIP(s) (&cc->ship[s])
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#define foreachship(sp) for ((sp) = cc->ship; (sp) < ls; (sp)++)
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struct windeffects {
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char A, B, C, D;
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};
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struct windeffects WET[7][6];
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struct Tables {
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char H, G, C, R;
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};
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struct Tables RigTable[11][6];
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struct Tables HullTable[11][6];
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char AMMO[9][4];
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char HDT[9][10];
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char HDTrake[9][10];
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char QUAL[9][5];
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char MT[9][3];
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char *countryname[];
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char *classname[];
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char *directionname[];
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char *qualname[];
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char loadname[];
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char rangeofshot[];
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char dr[], dc[];
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int winddir;
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int windspeed;
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int turn;
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int game;
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int alive;
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int people;
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char hasdriver;
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char *info();
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char *quality();
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double arctan();
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char *saywhat();
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struct ship *closestenemy();
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char *calloc();
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char *rindex();
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char *strcpy();
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char *strcat();
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char *strncpy();
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char *getenv();
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char *gets();
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