NetBSD/games/sail/extern.h

411 lines
11 KiB
C

/* $NetBSD: extern.h,v 1.38 2011/08/29 20:30:37 joerg Exp $ */
/*
* Copyright (c) 1983, 1993
* The Regents of the University of California. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*
* @(#)externs.h 8.1 (Berkeley) 5/31/93
*/
#include <sys/types.h>
#include <stdbool.h>
#include "machdep.h"
/* program mode */
extern int mode;
#define MODE_PLAYER 1
#define MODE_DRIVER 2
#define MODE_LOGGER 3
/* command line flags */
extern bool randomize; /* -x, give first available ship */
extern bool longfmt; /* -l, print score in long format */
extern bool nobells; /* -b, don't ring bell before Signal */
/* other initial data */
extern gid_t gid;
extern gid_t egid;
#define MAXNAMESIZE 20
extern char myname[MAXNAMESIZE];
#define dieroll() ((random()) % 6 + 1)
#define sqr(a) ((a) * (a))
#define min(a,b) ((a) < (b) ? (a) : (b))
#define grappled(a) ((a)->file->ngrap)
#define fouled(a) ((a)->file->nfoul)
#define snagged(a) (grappled(a) + fouled(a))
#define grappled2(a, b) ((a)->file->grap[(b)->file->index].sn_count)
#define fouled2(a, b) ((a)->file->foul[(b)->file->index].sn_count)
#define snagged2(a, b) (grappled2(a, b) + fouled2(a, b))
#define Xgrappled2(a, b) ((a)->file->grap[(b)->file->index].sn_turn < turn-1 \
? grappled2(a, b) : 0)
#define Xfouled2(a, b) ((a)->file->foul[(b)->file->index].sn_turn < turn-1 \
? fouled2(a, b) : 0)
#define Xsnagged2(a, b) (Xgrappled2(a, b) + Xfouled2(a, b))
#define cleangrapple(a, b, c) Cleansnag(a, b, c, 1)
#define cleanfoul(a, b, c) Cleansnag(a, b, c, 2)
#define cleansnag(a, b, c) Cleansnag(a, b, c, 3)
#define sterncolour(sp) ((sp)->file->stern+'0'-((sp)->file->captured ? 10 : 0))
#define sternrow(sp) ((sp)->file->row + dr[(sp)->file->dir])
#define sterncol(sp) ((sp)->file->col + dc[(sp)->file->dir])
#define capship(sp) ((sp)->file->captured?(sp)->file->captured:(sp))
#define readyname(r) ((r) & R_LOADING ? '*' : ((r) & R_INITIAL ? '!' : ' '))
/* loadL and loadR, should match loadname[] */
#define L_EMPTY 0 /* should be 0, don't change */
#define L_GRAPE 1
#define L_CHAIN 2
#define L_ROUND 3
#define L_DOUBLE 4
#define L_EXPLODE 5
/*
* readyL and readyR, these are bits, except R_EMPTY
*/
#define R_EMPTY 0 /* not loaded and not loading */
#define R_LOADING 1 /* loading */
#define R_DOUBLE 2 /* loading double */
#define R_LOADED 4 /* loaded */
#define R_INITIAL 8 /* loaded initial */
#define HULL 0
#define RIGGING 1
#define NLOG 10
struct logs {
char l_name[MAXNAMESIZE];
int l_uid;
int l_shipnum;
int l_gamenum;
int l_netpoints;
};
struct BP {
struct ship *toship;
short turnsent;
short mensent;
};
struct snag {
short sn_count;
short sn_turn;
};
#define NSCENE /*nscene*/ 32
#define NSHIP 10
#define NBP 3
#define NNATION 8
#define N_A 0
#define N_B 1
#define N_S 2
#define N_F 3
#define N_J 4
#define N_D 5
#define N_K 6
#define N_O 7
struct File {
int index;
char captain[MAXNAMESIZE]; /* 0 */
short points; /* 20 */
unsigned char loadL; /* 22 */
unsigned char loadR; /* 24 */
unsigned char readyL; /* 26 */
unsigned char readyR; /* 28 */
struct BP OBP[NBP]; /* 30 */
struct BP DBP[NBP]; /* 48 */
char struck; /* 66 */
struct ship *captured; /* 68 */
short pcrew; /* 70 */
char movebuf[10]; /* 72 */
char drift; /* 82 */
short nfoul;
short ngrap;
struct snag foul[NSHIP]; /* 84 */
struct snag grap[NSHIP]; /* 124 */
char RH; /* 224 */
char RG; /* 226 */
char RR; /* 228 */
char FS; /* 230 */
char explode; /* 232 */
char sink; /* 234 */
unsigned char dir;
short col;
short row;
char loadwith;
char stern;
};
struct ship {
const char *shipname; /* 0 */
struct shipspecs *specs; /* 2 */
unsigned char nationality; /* 4 */
short shiprow; /* 6 */
short shipcol; /* 8 */
char shipdir; /* 10 */
struct File *file; /* 12 */
};
struct scenario {
char winddir; /* 0 */
char windspeed; /* 2 */
char windchange; /* 4 */
unsigned char vessels; /* 12 */
const char *name; /* 14 */
struct ship ship[NSHIP]; /* 16 */
};
extern struct scenario scene[NSCENE];
extern int nscene;
struct shipspecs {
char bs;
char fs;
char ta;
short guns;
unsigned char class;
char hull;
unsigned char qual;
char crew1;
char crew2;
char crew3;
char gunL;
char gunR;
char carL;
char carR;
int rig1;
int rig2;
int rig3;
int rig4;
short pts;
};
extern struct scenario *cc; /* the current scenario */
extern struct ship *ls; /* &cc->ship[cc->vessels] */
#define SHIP(s) (&cc->ship[s])
#define foreachship(sp) for ((sp) = cc->ship; (sp) < ls; (sp)++)
struct windeffects {
char A, B, C, D;
};
extern const struct windeffects WET[7][6];
struct Tables {
char H, G, C, R;
};
extern const struct Tables RigTable[11][6];
extern const struct Tables HullTable[11][6];
extern const char AMMO[9][4];
extern const char HDT[9][10];
extern const char HDTrake[9][10];
extern const char QUAL[9][5];
extern const char MT[9][3];
extern const char *const countryname[];
extern const char *const shortclassname[];
extern const char *const classname[];
extern const char *const directionname[];
extern const char *const qualname[];
extern const char loadname[];
extern const char rangeofshot[];
extern const char dr[], dc[];
extern int winddir;
extern int windspeed;
extern int turn;
extern int game;
extern int alive;
extern int people;
extern int hasdriver;
/* assorted.c */
void table(struct ship *, struct ship *, int, int, int, int);
void Cleansnag(struct ship *, struct ship *, int, int);
/* dr_1.c */
void unfoul(void);
void boardcomp(void);
void resolve(void);
void compcombat(void);
int next(void);
/* dr_2.c */
void thinkofgrapples(void);
void checkup(void);
void prizecheck(void);
void closeon(struct ship *, struct ship *, char *, size_t, int, int, bool);
/* dr_3.c */
void moveall(void);
void sendbp(struct ship *, struct ship *, int, int);
int is_toughmelee(struct ship *, struct ship *, int, int);
void reload(void);
void checksails(void);
/* dr_4.c */
void ungrap(struct ship *, struct ship *);
void grap(struct ship *, struct ship *);
/* dr_5.c */
void subtract(struct ship *, struct ship *, int, int [3], int);
int mensent(struct ship *, struct ship *, int[3], struct ship **, int *, int);
/* dr_main.c */
int dr_main(void);
void startdriver(void);
/* game.c */
int maxturns(struct ship *, bool *);
int maxmove(struct ship *, int, int);
/* lo_main.c */
void lo_curses(void);
int lo_main(void);
/* misc.c */
int range(struct ship *, struct ship *);
struct ship *closestenemy(struct ship *, int, int);
int gunsbear(struct ship *, struct ship *);
int portside(struct ship *, struct ship *, int);
int colours(struct ship *);
void logger(struct ship *);
/* parties.c */
int meleeing(struct ship *, struct ship *);
int boarding(struct ship *, int);
void unboard(struct ship *, struct ship *, int);
/* pl_1.c */
void leave(int) __dead;
void choke(int) __dead;
void child(int);
/* pl_2.c */
void newturn(int);
void play(void) __dead;
/* pl_3.c */
void acceptcombat(void);
void grapungrap(void);
void unfoulplayer(void);
/* pl_4.c */
void changesail(void);
void acceptsignal(void);
void lookout(void);
const char *saywhat(struct ship *, int);
void eyeball(struct ship *);
/* pl_5.c */
void acceptmove(void);
void acceptboard(void);
/* pl_6.c */
void repair(void);
void loadplayer(void);
/* pl_7.c */
void initscreen(void);
void cleanupscreen(void);
void Signal(const char *, struct ship *, ...) __printflike(1,3);
void Msg(const char *, ...) __printflike(1,2);
int sgetch(const char *, struct ship *, int);
void sgetstr(const char *, char *, int);
void centerview(void);
void upview(void);
void downview(void);
void leftview(void);
void rightview(void);
void startup(void);
/* pl_main.c */
void pl_main_init(void);
void pl_main_uninit(void);
__dead void pl_main(void);
/* sync.c */
void fmtship(char *, size_t, const char *, struct ship *);
void makesignal(struct ship *, const char *, struct ship *, ...)
__printflike(2,4);
void makemsg(struct ship *, const char *, ...) __printflike(2, 3);
int sync_exists(int);
int sync_open(void);
void sync_close(int);
int Sync(void);
void send_captain(struct ship *ship, const char *astr);
void send_captured(struct ship *ship, long a);
void send_class(struct ship *ship, long a);
void send_crew(struct ship *ship, long a, long b, long c);
void send_dbp(struct ship *ship, long a, long b, long c, long d);
void send_drift(struct ship *ship, long a);
void send_explode(struct ship *ship, long a);
void send_foul(struct ship *ship, long a);
void send_gunl(struct ship *ship, long a, long b);
void send_gunr(struct ship *ship, long a, long b);
void send_hull(struct ship *ship, long a);
void send_move(struct ship *ship, const char *astr);
void send_obp(struct ship *ship, long a, long b, long c, long d);
void send_pcrew(struct ship *ship, long a);
void send_unfoul(struct ship *ship, long a, long b);
void send_points(struct ship *ship, long a);
void send_qual(struct ship *ship, long a);
void send_ungrap(struct ship *ship, long a, long b);
void send_rigg(struct ship *ship, long a, long b, long c, long d);
void send_col(struct ship *ship, long a);
void send_dir(struct ship *ship, long a);
void send_row(struct ship *ship, long a);
void send_signal(struct ship *ship, const char *astr);
void send_sink(struct ship *ship, long a);
void send_struck(struct ship *ship, long a);
void send_ta(struct ship *ship, long a);
void send_alive(void);
void send_turn(long a);
void send_wind(long a, long b);
void send_fs(struct ship *ship, long a);
void send_grap(struct ship *ship, long a);
void send_rig1(struct ship *ship, long a);
void send_rig2(struct ship *ship, long a);
void send_rig3(struct ship *ship, long a);
void send_rig4(struct ship *ship, long a);
void send_begin(struct ship *ship);
void send_end(struct ship *ship);
void send_ddead(void);