--- /dev/null
+/* %W% %G% %U% - (c) Copyright 1987, 1988 Chuck Simmons */
+
+/*
+ * Copyright (C) 1987, 1988 Chuck Simmons
+ *
+ * See the file COPYING, distributed with empire, for restriction
+ * and warranty information.
+ */
+
+/*
+empire.h -- type and constant declarations
+*/
+
+#ifndef TRUE
+#define TRUE 1
+#define FALSE 0
+#endif
+
+#ifndef NULL
+#define NULL 0
+#endif
+
+/* Redefine some functions for portability. */
+
+#ifndef SYSV
+#define memcpy(dst,src,len) bcopy((src),(dst),(len))
+#define strchr(s,c) index(s,c)
+typedef char chtype;
+#define beep() (putchar('\7'))
+#define napms(d) (usleep((d)*1000))
+#else
+char *memset();
+char *memcpy();
+#define bzero(dst,len) memset(dst,0,len)
+#endif
+
+typedef unsigned char uchar;
+
+#define ASSERT(x) if (!(x)) assert ("x", __FILE__, __LINE__);
+#define ABORT assert ("aborting", __FILE__, __LINE__)
+
+/* directions one can move */
+#define NORTH 0
+#define NORTHEAST 1
+#define EAST 2
+#define SOUTHEAST 3
+#define SOUTH 4
+#define SOUTHWEST 5
+#define WEST 6
+#define NORTHWEST 7
+
+#define NUMTOPS 3 /* number of lines at top of screen for messages */
+#define NUMSIDES 6 /* number of lines at side of screen */
+#define STRSIZE 80 /* number of characters in a string */
+
+/* Information we maintain about cities. */
+
+#define NUM_CITY 70
+#define UNOWNED 0
+#define USER 1
+#define COMP 2
+
+/* Piece types. */
+#define ARMY 0
+#define FIGHTER 1
+#define PATROL 2
+#define DESTROYER 3
+#define SUBMARINE 4
+#define TRANSPORT 5
+#define CARRIER 6
+#define BATTLESHIP 7
+#define SATELLITE 8
+#define NUM_OBJECTS 9 /* number of defined objects */
+#define NOPIECE ((char)255) /* a 'null' piece */
+
+#define LIST_SIZE 5000 /* max number of pieces on board */
+
+typedef struct city_info {
+ long loc; /* location of city */
+ uchar owner; /* UNOWNED, USER, COMP */
+ long func[NUM_OBJECTS]; /* function for each object */
+ long work; /* units of work performed */
+ char prod; /* item being produced */
+} city_info_t;
+
+/*
+Types of programmed movement. Use negative numbers for special
+functions, use positive numbers to move toward a specific location.
+*/
+
+#define NOFUNC -1 /* no programmed function */
+#define RANDOM -2 /* move randomly */
+#define SENTRY -3 /* sleep */
+#define FILL -4 /* fill transport */
+#define LAND -5 /* land fighter at city */
+#define EXPLORE -6 /* piece explores nearby */
+#define ARMYLOAD -7 /* army moves toward and boards a transport */
+#define ARMYATTACK -8 /* army looks for city to attack */
+#define TTLOAD -9 /* transport moves toward loading armies */
+#define REPAIR -10 /* ship moves toward port */
+#define WFTRANSPORT -11 /* army boards a transport */
+#define MOVE_N -12 /* move north */
+#define MOVE_NE -13 /* move northeast */
+#define MOVE_E -14 /* move east */
+#define MOVE_SE -15 /* move southeast */
+#define MOVE_S -16 /* move south */
+#define MOVE_SW -17 /* move southwest */
+#define MOVE_W -18 /* move west */
+#define MOVE_NW -19 /* move northwest */
+
+/* Index to list of function names. */
+#define FUNCI(x) (-(x)-1)
+
+/*
+Macro to convert a movement function into a direction.
+*/
+
+#define MOVE_DIR(a) (-(a)+MOVE_N)
+
+/*
+Information we maintain about each piece.
+*/
+
+typedef struct { /* ptrs for doubly linked list */
+ struct piece_info *next; /* pointer to next in list */
+ struct piece_info *prev; /* pointer to prev in list */
+} link_t;
+
+typedef struct piece_info {
+ link_t piece_link; /* linked list of pieces of this type */
+ link_t loc_link; /* linked list of pieces at a location */
+ link_t cargo_link; /* linked list of cargo pieces */
+ int owner; /* owner of piece */
+ int type; /* type of piece */
+ long loc; /* location of piece */
+ long func; /* programmed type of movement */
+ short hits; /* hits left */
+ int moved; /* moves made */
+ struct piece_info *ship; /* pointer to containing ship */
+ struct piece_info *cargo; /* pointer to cargo list */
+ short count; /* count of items on board */
+ short range; /* current range (if applicable) */
+} piece_info_t;
+
+/*
+Macros to link and unlink an object from a doubly linked list.
+*/
+
+#define LINK(head,obj,list) { \
+ obj->list.prev = NULL; \
+ obj->list.next = head; \
+ if (head) head->list.prev = obj; \
+ head = obj; \
+}
+
+#define UNLINK(head,obj,list) { \
+ if (obj->list.next) \
+ obj->list.next->list.prev = obj->list.prev; \
+ if (obj->list.prev) \
+ obj->list.prev->list.next = obj->list.next; \
+ else head = obj->list.next; \
+ obj->list.next = NULL; /* encourage mem faults in buggy code */ \
+ obj->list.prev = NULL; \
+}
+
+/* macros to set map and list of an object */
+#define MAP(owner) ((owner) == USER ? user_map : comp_map)
+#define LIST(owner) ((owner) == USER ? user_obj : comp_obj)
+
+/* macro to step through adjacent cells */
+#define FOR_ADJ(loc,new_loc,i) for (i=0; (i<8 ? new_loc=loc+dir_offset[i],1 : 0); i++)
+#define FOR_ADJ_ON(loc,new_loc,i) FOR_ADJ(loc,new_loc,i) if (map[new_loc].on_board)
+
+/*
+We maintain attributes for each piece. Attributes are currently constant,
+but the way has been paved to allow user's to change attributes at the
+beginning of a game.
+*/
+
+#define INFINITY 1000000 /* a large number */
+
+typedef struct piece_attr {
+ char sname; /* eg 'C' */
+ char name[20]; /* eg "aircraft carrier" */
+ char nickname[20]; /* eg "carrier" */
+ char article[20]; /* eg "an aircraft carrier" */
+ char plural[20]; /* eg "aircraft carriers" */
+ char terrain[4]; /* terrain piece can pass over eg "." */
+ uchar build_time; /* time needed to build unit */
+ uchar strength; /* attack strength */
+ uchar max_hits; /* number of hits when completely repaired */
+ uchar speed; /* number of squares moved per turn */
+ uchar capacity; /* max objects that can be held */
+ long range; /* range of piece */
+} piece_attr_t;
+
+/*
+There are 3 maps. 'map' describes the world as it actually
+exists; it tells whether each map cell is land, water or a city;
+it tells whether or not a square is on the board.
+
+'user_map' describes the user's view of the world. 'comp_map' describes
+the computer's view of the world.
+*/
+
+#define MAP_WIDTH 100
+#define MAP_HEIGHT 60
+#define MAP_SIZE (MAP_WIDTH * MAP_HEIGHT)
+
+typedef struct real_map { /* a cell of the actual map */
+ char contents; /* '+', '.', or '*' */
+ uchar on_board; /* TRUE iff on the board */
+ city_info_t *cityp; /* ptr to city at this location */
+ piece_info_t *objp; /* list of objects at this location */
+} real_map_t;
+
+typedef struct view_map { /* a cell of one player's world view */
+ char contents; /* '+', '.', '*', 'A', 'a', etc */
+ long seen; /* date when last updated */
+} view_map_t;
+
+/* Define information we maintain for a pathmap. */
+
+typedef struct {
+ int cost; /* total cost to get here */
+ int inc_cost; /* incremental cost to get here */
+ char terrain; /* T_LAND, T_WATER, T_UNKNOWN, T_PATH */
+} path_map_t;
+
+#define T_UNKNOWN 0
+#define T_PATH 1
+#define T_LAND 2
+#define T_WATER 4
+#define T_AIR (T_LAND | T_WATER)
+
+/* A record for counts we obtain when scanning a continent. */
+
+typedef struct {
+ int user_cities; /* number of user cities on continent */
+ int user_objects[NUM_OBJECTS];
+ int comp_cities;
+ int comp_objects[NUM_OBJECTS];
+ int size; /* size of continent in cells */
+ int unowned_cities; /* number of unowned cities */
+ int unexplored; /* unexplored territory */
+} scan_counts_t;
+
+/* Define useful constants for accessing sectors. */
+
+#define SECTOR_ROWS 5 /* number of vertical sectors */
+#define SECTOR_COLS 2 /* number of horizontal sectors */
+#define NUM_SECTORS (SECTOR_ROWS * SECTOR_COLS) /* total sectors */
+#define ROWS_PER_SECTOR ((MAP_HEIGHT+SECTOR_ROWS-1)/SECTOR_ROWS)
+#define COLS_PER_SECTOR ((MAP_WIDTH+SECTOR_COLS-1)/SECTOR_COLS)
+
+/* Information we need for finding a path for moving a piece. */
+
+typedef struct {
+ char city_owner; /* char that represents home city */
+ char *objectives; /* list of objectives */
+ int weights[11]; /* weight of each objective */
+} move_info_t;
+
+/* special weights */
+#define W_TT_BUILD -1 /* special cost for city building a tt */
+
+/* List of cells in the perimeter of our searching for a path. */
+
+typedef struct {
+ long len; /* number of items in list */
+ long list[MAP_SIZE]; /* list of locations */
+} perimeter_t;