/* $OpenBSD: phantstruct.h,v 1.4 2014/11/16 04:49:48 guenther Exp $ */ /* $NetBSD: phantstruct.h,v 1.2 1995/03/24 04:00:11 cgd Exp $ */ /* * 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[LOGIN_NAME_MAX];/* 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[LOGIN_NAME_MAX];/* 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 */ };