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Index: T t

⟦3cbb872d0⟧ TextFile

    Length: 10578 (0x2952)
    Types: TextFile
    Names: »types.h«

Derivation

└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987
    └─⟦this⟧ »EUUGD18/General/Umoria/types.h« 

TextFile

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[32];

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;