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⟦86010699f⟧ TextFile

    Length: 5864 (0x16e8)
    Types: TextFile
    Names: »config.h«

Derivation

└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987
    └─⟦this⟧ »EUUGD18/X/Xconq/config.h« 

TextFile

/* 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