d8a265c292
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
125 lines
3.8 KiB
C
125 lines
3.8 KiB
C
/*
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* phantstruct.h - structure definitions for Phantasia
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*/
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struct player /* player statistics */
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{
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double p_experience; /* experience */
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double p_level; /* level */
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double p_strength; /* strength */
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double p_sword; /* sword */
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double p_might; /* effect strength */
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double p_energy; /* energy */
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double p_maxenergy; /* maximum energy */
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double p_shield; /* shield */
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double p_quickness; /* quickness */
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double p_quksilver; /* quicksilver */
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double p_speed; /* effective quickness */
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double p_magiclvl; /* magic level */
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double p_mana; /* mana */
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double p_brains; /* brains */
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double p_poison; /* poison */
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double p_gold; /* gold */
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double p_gems; /* gems */
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double p_sin; /* sin */
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double p_x; /* x coord */
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double p_y; /* y coord */
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double p_1scratch,
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p_2scratch; /* variables used for decree, player battle */
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struct
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{
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short ring_type; /* type of ring */
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short ring_duration; /* duration of ring */
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bool ring_inuse; /* ring in use flag */
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} p_ring; /* ring stuff */
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long p_age; /* age of player */
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int p_degenerated; /* age/3000 last degenerated */
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short p_type; /* character type */
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short p_specialtype; /* special character type */
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short p_lives; /* multiple lives for council, valar */
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short p_crowns; /* crowns */
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short p_charms; /* charms */
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short p_amulets; /* amulets */
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short p_holywater; /* holy water */
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short p_lastused; /* day of year last used */
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short p_status; /* playing, cloaked, etc. */
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short p_tampered; /* decree'd, etc. flag */
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short p_istat; /* used for inter-terminal battle */
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bool p_palantir; /* palantir */
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bool p_blessing; /* blessing */
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bool p_virgin; /* virgin */
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bool p_blindness; /* blindness */
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char p_name[SZ_NAME]; /* name */
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char p_password[SZ_PASSWORD];/* password */
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char p_login[SZ_LOGIN]; /* login */
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};
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struct monster /* monster stats */
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{
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double m_strength; /* strength */
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double m_brains; /* brains */
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double m_speed; /* speed */
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double m_energy; /* energy */
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double m_experience; /* experience */
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double m_flock; /* % chance of flocking */
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double m_o_strength; /* original strength */
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double m_o_speed; /* original speed */
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double m_maxspeed; /* maximum speed */
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double m_o_energy; /* original energy */
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double m_melee; /* melee damage */
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double m_skirmish; /* skirmish damage */
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int m_treasuretype; /* treasure type */
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int m_type; /* special type */
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char m_name[26]; /* name */
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};
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struct energyvoid /* energy void */
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{
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double ev_x; /* x coordinate */
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double ev_y; /* y coordinate */
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bool ev_active; /* active or not */
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};
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struct scoreboard /* scoreboard entry */
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{
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double sb_level; /* level of player */
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char sb_type[4]; /* character type of player */
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char sb_name[SZ_NAME]; /* name of player */
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char sb_login[SZ_LOGIN]; /* login of player */
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};
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struct charstats /* character type statistics */
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{
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double c_maxbrains; /* max brains per level */
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double c_maxmana; /* max mana per level */
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double c_weakness; /* how strongly poison affects player */
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double c_goldtote; /* how much gold char can carry */
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int c_ringduration; /* bad ring duration */
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struct
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{
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double base; /* base for roll */
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double interval; /* interval for roll */
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double increase; /* increment per level */
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} c_quickness, /* quickness */
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c_strength, /* strength */
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c_mana, /* mana */
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c_energy, /* energy level */
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c_brains, /* brains */
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c_magiclvl; /* magic level */
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};
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struct menuitem /* menu item for purchase */
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{
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char *item; /* menu item name */
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double cost; /* cost of item */
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};
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