|
DataMuseum.dkPresents historical artifacts from the history of: DKUUG/EUUG Conference tapes |
This is an automatic "excavation" of a thematic subset of
See our Wiki for more about DKUUG/EUUG Conference tapes Excavated with: AutoArchaeologist - Free & Open Source Software. |
top - metrics - downloadIndex: T t
Length: 10578 (0x2952) Types: TextFile Names: »types.h.orig«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Umoria/types.h.orig«
typedef unsigned char byteint; #ifdef NO_SIGNED_CHARS typedef short bytlint; #else typedef char bytlint; #endif typedef unsigned short wordint; typedef short worlint; typedef char atype[17]; typedef char btype[15]; typedef char ctype[27]; typedef char dtype[6]; typedef char etype[35]; typedef char ttype[80]; typedef char vtype[80]; typedef char stat_type[7]; typedef struct creature_type { ctype name; /* Descrip of creature */ unsigned int cmove; /* Bit field */ unsigned int spells; /* Creature spells */ wordint cdefense; /* Bit field */ worlint sleep; /* Inactive counter */ wordint mexp; /* Exp value for kill */ byteint aaf; /* Area affect radius */ byteint ac; /* AC */ bytlint speed; /* Movement speed */ char cchar; /* Character rep. */ dtype hd; /* Creatures hit die */ etype damage; /* Type attack and damage*/ byteint level; /* Level of creature */ } creature_type; typedef struct monster_type { worlint hp; /* Hit points */ worlint csleep; /* Inactive counter */ worlint cdis; /* Cur dis from player */ wordint mptr; /* Pointer into creature */ wordint nptr; /* Pointer to next block */ bytlint cspeed; /* Movement speed */ /* Note: FY and FX constrain dungeon size to 255 */ byteint fy; /* Y Pointer into map */ byteint fx; /* X Pointer into map */ int stunned; /* Rounds stunned*/ int ml; /* On if shown */ int confused; /* On if confused*/ } monster_type; typedef struct treasure_type { ttype name; /* Object name */ byteint tval; /* Category number */ char tchar; /* Character representation*/ unsigned int flags; /* Special flags */ int p1; /* Misc. use variable */ int cost; /* Cost of item */ int subval; /* Sub-category number */ wordint weight; /* Weight */ wordint number; /* Number of items */ worlint tohit; /* Plusses to hit */ worlint todam; /* Plusses to damage */ worlint ac; /* Normal AC */ worlint toac; /* Plusses to AC */ dtype damage; /* Damage when hits */ bytlint level; /* Level item found */ } treasure_type; typedef struct player_type { struct misc { vtype name; /* Name of character */ vtype race; /* Race of character */ vtype sex; /* Sex of character */ vtype title; /* Character's title */ vtype tclass; /* Character's class */ int max_exp; /* Max experience*/ int exp; /* Cur experience */ int au; /* Gold */ wordint age; /* Characters age*/ wordint ht; /* Height */ wordint wt; /* Weight */ wordint lev; /* Level */ wordint max_lev; /* Max level explored*/ worlint srh; /* Chance in search*/ worlint fos; /* Frenq of search*/ worlint bth; /* Base to hit */ worlint bthb; /* BTH with bows */ worlint mana; /* Mana points */ worlint mhp; /* Max hit pts */ worlint ptohit; /* Plusses to hit */ worlint ptodam; /* Plusses to dam */ worlint pac; /* Total AC */ worlint ptoac; /* Magical AC */ worlint dis_th; /* Display +ToHit*/ worlint dis_td; /* Display +ToDam*/ worlint dis_ac; /* Display +ToAC */ worlint dis_tac; /* Display +ToTAC*/ worlint disarm; /* % to Disarm */ worlint save; /* Saving throw */ worlint sc; /* Social Class */ byteint pclass; /* # of class */ byteint prace; /* # of race */ byteint hitdie; /* Char hit die */ bytlint stl; /* Stealth factor*/ double expfact; /* Experience factor*/ double cmana; /* Cur mana pts */ double chp; /* Cur hit pts */ vtype history[5]; /* History record*/ } misc; struct stats { byteint str; /* Max strength */ byteint cstr; /* Current strength */ byteint dex; /* Max dexterity */ byteint cdex; /* Current dexterity */ byteint con; /* Max constitution */ byteint ccon; /* Current constitution*/ byteint intel; /* Max intelligence */ byteint cint; /* Current intelligence*/ byteint wis; /* Max wisdom */ byteint cwis; /* Current wisdom */ byteint chr; /* Max charisma */ byteint cchr; /* Current charisma */ } stats; struct flags { unsigned int status; /* Status of player */ int rest; /* Rest counter */ int blind; /* Blindness counter */ int paralysis; /* Paralysis counter */ int confused; /* Confusion counter */ int food; /* Food counter */ int food_digested; /* Food per round */ int protection; /* Protection fr. evil */ int speed; /* Cur speed adjust */ int fast; /* Temp speed change */ int slow; /* Temp speed change */ int afraid; /* Fear */ int poisoned; /* Poisoned */ int image; /* Hallucinate */ int protevil; /* Protect VS evil */ int invuln; /* Increases AC */ int hero; /* Heroism */ int shero; /* Super Heroism */ int blessed; /* Blessed */ int resist_heat; /* Timed heat resist */ int resist_cold; /* Timed cold resist */ int detect_inv; /* Timed see invisible */ int word_recall; /* Timed teleport level*/ int see_infra; /* See warm creatures */ int tim_infra; /* Timed infra vision */ int see_inv; /* Can see invisible */ int teleport; /* Random teleportation*/ int free_act; /* Never paralyzed */ int slow_digest; /* Lower food needs */ int aggravate; /* Aggravate monsters */ int fire_resist; /* Resistance to fire */ int cold_resist; /* Resistance to cold */ int acid_resist; /* Resistance to acid */ int regenerate; /* Regenerate hit pts */ int lght_resist; /* Resistance to light */ int ffall; /* No damage falling */ int sustain_str; /* Keep strength */ int sustain_int; /* Keep intelligence */ int sustain_wis; /* Keep wisdom */ int sustain_con; /* Keep constitution */ int sustain_dex; /* Keep dexterity */ int sustain_chr; /* Keep charisma */ int confuse_monster; /* Glowing hands... */ } flags; } player_type; typedef struct spell_type { ctype sname; byteint slevel; byteint smana; wordint sexp; byteint sfail; int learned; } spell_type; typedef struct spl_rec { int splnum; int splchn; } spl_rec; typedef spl_rec spl_type[22]; typedef struct race_type { vtype trace; /* Type of race */ bytlint str_adj; /* adjustments */ bytlint int_adj; bytlint wis_adj; bytlint dex_adj; bytlint con_adj; bytlint chr_adj; wordint b_age; /* Base age of character */ wordint m_age; /* Maximum age of character */ wordint m_b_ht; /* base height for males */ wordint m_m_ht; /* mod height for males */ wordint m_b_wt; /* base weight for males */ wordint m_m_wt; /* mod weight for males */ wordint f_b_ht; /* base height females */ wordint f_m_ht; /* mod height for females */ wordint f_b_wt; /* base weight for female */ wordint f_m_wt; /* mod weight for females */ double b_exp; /* Base experience factor */ bytlint b_dis; /* base chance to disarm */ bytlint srh; /* base chance for search */ bytlint stl; /* Stealth of character */ bytlint fos; /* frequency of auto search */ bytlint bth; /* adj base chance to hit */ bytlint bthb; /* adj base to hit with bows */ bytlint bsav; /* Race base for saving throw */ bytlint bhitdie; /* Base hit points for race */ bytlint infra; /* See infra-red */ unsigned int tclass; /* Bit field for class types */ } race_type; typedef struct class_type { vtype title; /* type of class */ double m_exp; /* Class experience factor */ bytlint adj_hd; /* Adjust hit points */ bytlint mdis; /* mod disarming traps */ bytlint msrh; /* modifier to searching */ bytlint mstl; /* modifier to stealth */ bytlint mfos; /* modifier to freq-of-search */ bytlint mbth; /* modifier to base to hit */ bytlint mbthb; /* modifier to base to hit - bows*/ bytlint msav; /* Class modifier to save */ bytlint madj_str; /* Class modifier for strength*/ bytlint madj_int; /* Class modifier for intelligence*/ bytlint madj_wis; /* Class modifier for wisdom */ bytlint madj_dex; /* Class modifier for dexterity*/ bytlint madj_con; /* Class modifier for constitution*/ bytlint madj_chr; /* Class modifier for charisma*/ int pspell; /* class use priest spells */ int mspell; /* class use mage spells */ } class_type; typedef struct background_type { vtype info; /* History information */ byteint roll; /* Die roll needed for history*/ byteint chart; /* Table number */ bytlint next; /* Pointer to next table */ bytlint bonus; /* Bonus to the Social Class */ } background_type; typedef struct floor_type { int ftval; int ftopen; } floor_type; typedef struct cave_type { byteint cptr; byteint tptr; int fval; int fopen; int fm; /* used for hidden objects */ int pl; int tl; } cave_type; typedef struct owner_type { vtype owner_name; worlint max_cost; double max_inflate; double min_inflate; double haggle_per; byteint owner_race; byteint insult_max; } owner_type; typedef struct inven_record { int scost; treasure_type sitem; } inven_record; typedef struct store_type { worlint store_open; short insult_cur; byteint owner; byteint store_ctr; inven_record store_inven[STORE_INVEN_MAX]; } store_type; typedef struct high_scores { long int points; wordint lev; wordint max_lev; worlint mhp; double chp; int uid; int dun_level; char sex; vtype name; vtype died_from; byteint pclass; byteint prace; } high_scores;