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Length: 5864 (0x16e8) Types: TextFile Names: »config.h«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/X/Xconq/config.h«
/* Copyright (c) 1987, 1988 Stanley T. Shebs, University of Utah. */ /* This program may be used, copied, modified, and redistributed freely */ /* for noncommercial purposes, so long as this notice remains intact. */ /* RCS $Header: config.h,v 1.1 88/06/21 12:29:37 shebs Exp $ */ /* This file has several things that can be fiddled with; generally, */ /* the more interesting things to tweak are closer to the front of the file. */ /* Xconq is no longer wired to X; in fact, the specific graphics interface */ /* is unknown until link time, and does not affect compilation. */ /* Just a couple places where we care about machine type - but the main */ /* program does assume argc/argv interface, which is a problem for micros. */ #define UNIX /* These are wishful thinking at the moment. */ /* #define ATARI */ /* #define MAC */ #define BSD /* Berkeley Unix and probably Ultrix too */ /* #define HPUX */ /* HP's mishmash of features */ /* dunno if xconq works on SysV */ /* May be able to use select(2) to wait on several sides at once. If not, */ /* screen will go dead until player's turn comes around again. */ #ifdef BSD #define SELECT2 #endif #ifdef HPUX #define SELECT2 #endif #include <stdio.h> #include <ctype.h> /* This is where predefined maps/scenarios/periods/fonts can be found. */ #ifndef XCONQLIB #define XCONQLIB "/usr/games/lib/xconq" #endif XCONQLIB /* The newsfile always lives in the lib directory. */ #define NEWSFILE "xconq.news" /* This file is a list of mapfiles to exhibit in menus; it will always be */ /* in the lib directory. There are no automatic constructors for this */ /* file, since it should contain only well-tested files added after careful */ /* deliberation. */ #define MAPFILEFILE "mapfiles" /* The name of the savefile. It will be put in the current directory. */ #define SAVEFILE "save.xconq" /* This file gets the parameter listing for the period in use. */ /* It will also be created in the current directory. */ #define PARMSFILE "parms.xconq" /* This file gets the game statistics when it's all over. */ /* It will also be created in the current directory. */ #define STATSFILE "stats.xconq" /* This file gets a printout of the side's view. */ #define VIEWFILE "view.xconq" /* This file gets a list of commands as they appear in the help window. */ #define CMDFILE "cmds.xconq" /* Default random map sizes. Adjust these to taste - 60x60 is a moderate */ /* length game, 30x30 is short, 360x120 is L-O-N-G ! */ #define DEFAULTWIDTH 60 #define DEFAULTHEIGHT 30 /* Absolute maximum number of sides that can play. This limit can only be */ /* extended by changing the representation of views of players from bytes */ /* to something larger, thereby doubling (at least) space requirements. */ #define MAXSIDES 7 /* Absolute maximum number of kinds of units. (same restriction as above) */ #define MAXUTYPES 30 /* Maximum number of types of natural resources. This number can be set */ /* higher, in fact I think the only limitation is that there won't be */ /* enough distinct chars, but more rtypes means larger unit objects. */ #define MAXRTYPES 6 /* Maximum number of terrain types. Must be fewer than 256, but also */ /* limited by display capabilities. */ #define MAXTTYPES 20 /* Maximum number of random side names that can be defined. */ #define MAXSNAMES 200 /* Maximum number of random unit names that can be defined. */ #define MAXUNAMES 1000 /* The maximum number of mapfiles that can be in menus. (Not a limit on the */ /* total number of files that can exist, however.) */ #define MAXMAPMENU 100 /* The maximum number of mapfiles that can be loaded into a game (recursive */ /* loads are not performed and not counted). */ #define MAXLOADED 16 /* Default game length in turns. */ #define DEFAULTTURNS 1000 /* Number of messages displayed at one time. No upper limit I believe, */ /* but too many won't fit on the screen. The actual numbers of lines */ /* displayed can be changed by the player, subject to limitations on the */ /* screen space available. */ #define MAXNOTES 10 /* Default color of text and icons - 0 is for white on black, 1 */ /* is for black on white. Should be set appropriately for the most */ /* common monochrome display (color displays always do white on black). */ /* This is also settable by the player, so the default is just for */ /* convenience of the majority. */ #define BLACKONWHITE 0 /* When true, displays will use more graphics and less text. This can */ /* also be toggled by players individually. */ #define GRAPHICAL 0 /* The default fonts can be altered by users, so these are just hints. */ /* These options do not necessarily apply to non-X versions. */ #define TEXTFONT "9x15" #define ICONFONT "xconq" /* All names, phrases, and messages must be able to fit in statically */ /* allocated buffers of this size. */ #define BUFSIZE 120 /* If defined, a statistics file is written at the end of the game. */ /* The numbers therein are only for serious gamers, and the files can */ /* be embarassing clutter in your directory! */ #define STATISTICS /* Initial limit on units and cities that can be active at one time. If */ /* growable option is enabled, will try to grow the array to hold more. */ #define INITMAXUNITS 1000 /* #define GROWABLE */ /* When this is enabled, machine players will be able to examine humans' */ /* units rather more closely than is possible in reverse. In particular, */ /* a machine will know just where the human units are, as well as their */ /* current attributes (like hit points). */ /* #define CHEAT */ /* Controls how fast certain graphics things flash by. Not a critical */ /* value, which is a good thing since it depends on the machine speed, */ /* graphics system, human perceptive abilities, and so forth. */ #define DELAY 100000