NetBSD/games/phantasia/phantstruct.h

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/* $NetBSD: phantstruct.h,v 1.3 1999/09/08 21:17:55 jsm Exp $ */
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/*
* phantstruct.h - structure definitions for Phantasia
*/
struct player /* player statistics */
{
double p_experience; /* experience */
double p_level; /* level */
double p_strength; /* strength */
double p_sword; /* sword */
double p_might; /* effect strength */
double p_energy; /* energy */
double p_maxenergy; /* maximum energy */
double p_shield; /* shield */
double p_quickness; /* quickness */
double p_quksilver; /* quicksilver */
double p_speed; /* effective quickness */
double p_magiclvl; /* magic level */
double p_mana; /* mana */
double p_brains; /* brains */
double p_poison; /* poison */
double p_gold; /* gold */
double p_gems; /* gems */
double p_sin; /* sin */
double p_x; /* x coord */
double p_y; /* y coord */
double p_1scratch,
p_2scratch; /* variables used for decree, player battle */
struct
{
short ring_type; /* type of ring */
short ring_duration; /* duration of ring */
bool ring_inuse; /* ring in use flag */
} p_ring; /* ring stuff */
long p_age; /* age of player */
int p_degenerated; /* age/3000 last degenerated */
short p_type; /* character type */
short p_specialtype; /* special character type */
short p_lives; /* multiple lives for council, valar */
short p_crowns; /* crowns */
short p_charms; /* charms */
short p_amulets; /* amulets */
short p_holywater; /* holy water */
short p_lastused; /* day of year last used */
short p_status; /* playing, cloaked, etc. */
short p_tampered; /* decree'd, etc. flag */
short p_istat; /* used for inter-terminal battle */
bool p_palantir; /* palantir */
bool p_blessing; /* blessing */
bool p_virgin; /* virgin */
bool p_blindness; /* blindness */
char p_name[SZ_NAME]; /* name */
char p_password[SZ_PASSWORD];/* password */
char p_login[SZ_LOGIN]; /* login */
};
struct monster /* monster stats */
{
double m_strength; /* strength */
double m_brains; /* brains */
double m_speed; /* speed */
double m_energy; /* energy */
double m_experience; /* experience */
double m_flock; /* % chance of flocking */
double m_o_strength; /* original strength */
double m_o_speed; /* original speed */
double m_maxspeed; /* maximum speed */
double m_o_energy; /* original energy */
double m_melee; /* melee damage */
double m_skirmish; /* skirmish damage */
int m_treasuretype; /* treasure type */
int m_type; /* special type */
char m_name[26]; /* name */
};
struct energyvoid /* energy void */
{
double ev_x; /* x coordinate */
double ev_y; /* y coordinate */
bool ev_active; /* active or not */
};
struct scoreboard /* scoreboard entry */
{
double sb_level; /* level of player */
char sb_type[4]; /* character type of player */
char sb_name[SZ_NAME]; /* name of player */
char sb_login[SZ_LOGIN]; /* login of player */
};
struct charstats /* character type statistics */
{
double c_maxbrains; /* max brains per level */
double c_maxmana; /* max mana per level */
double c_weakness; /* how strongly poison affects player */
double c_goldtote; /* how much gold char can carry */
int c_ringduration; /* bad ring duration */
struct
{
double base; /* base for roll */
double interval; /* interval for roll */
double increase; /* increment per level */
} c_quickness, /* quickness */
c_strength, /* strength */
c_mana, /* mana */
c_energy, /* energy level */
c_brains, /* brains */
c_magiclvl; /* magic level */
};
struct menuitem /* menu item for purchase */
{
const char *item; /* menu item name */
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double cost; /* cost of item */
};