|
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 a
Length: 2445 (0x98d) Types: TextFile Names: »adv.h.orig«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Adv/Program/adv.h.orig«
#include <stdio.h> #include <local/window.h> #define refresh() (WRCurRow = BaseWin->w_cursor.row, \ WRCurCol = BaseWin->w_cursor.col, \ Wrefresh(0)) #define BOOL char #ifndef TRUE # define TRUE 1 # define FALSE 0 #endif #define when break; case #define iconv(c) ((c) & 255) #define skpwht(s) while (*(s) == ' ' || *(s) == '\t') (s)++ #define alcz(v) alc(v, 1) #define alcnz(v) alc(v, 0) #define lighted(ruum) (items[lititm].rm == -1 || items[lititm].rm == (ruum)) #define LINELEN 256 /*#define DEBUG*/ #ifdef DEBUG #define PDEBUG /* Playing-debugging */ #endif FILE *file; /* Adventure file for reader */ Win *TopWin; /* Top window - room description */ Win *BaseWin; /* Base window - commands, etc */ int ROWS, COLS; /* Screen size */ int ReadingTerminal; /* True => in a getchar() */ int rm; /* Current room */ int i_rm; /* Initial room */ int trsrm; /* Treasure room */ int tottrs; /* Total treasures */ int wrdsiz; /* Significant letters in words */ int hellrm; /* "Hell" room # */ int nitems; /* # items */ int nrooms; /* # rooms */ int npcts; /* # %s */ int nactns; /* # actns */ int nverbs; /* # verbs */ int nobjs; /* # objs */ int nmsgs; /* # msgs */ int verbv; /* Verb wordvalue */ int objv; /* Object wordvalue if any */ int lititm; /* Lit lamp item # */ int littim; /* Current light time */ int litmax; /* Max light time */ int warnpt; /* When to say 'light runs out...' */ int maxinv; /* Max carry */ struct room { int dirs[6]; /* Where to - NSEWUD */ BOOL dark; /* Set if it's dark */ char *desc; /* Room description */ } *rooms, *roome; struct item { int i_rm, rm; /* Initial/Current Rooms */ char *name; /* Name by which to GET */ char *desc; /* Description */ } *items, *iteme; struct word { int val; /* Value */ char *word; /* Word */ }; struct word *verbs, *verbe; struct word *objs, *obje; char **pct, /* Base addr for %s */ **actn, /* Base addr for actions */ **msg, /* Base addr for msgs */ *name, /* The poor sap's name */ *dirs[6], /* Names of directions */ *toomch, /* "I've too much to carry" */ *qcom, /* Special commands/objects */ *scom, *lcom, *gobj, var[256], /* Gen. purpose vars/flags */ fname[LINELEN+1]; /* The source adventure file */ char linebuf[LINELEN+1], buf2[LINELEN+1]; BOOL isdark, /* If it's dark */ isend; /* Set when game done */ char *strsav(), *alc(), *rdr(), *nxtwrd(), *itoa();