HardenedBSD/games/phantasia/phantstruct.h
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
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
1994-09-04 04:03:31 +00:00

125 lines
3.8 KiB
C

/*
* 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 */
{
char *item; /* menu item name */
double cost; /* cost of item */
};