xref: /netbsd/games/phantasia/phantstruct.h (revision 6550d01e)
1 /*	$NetBSD: phantstruct.h,v 1.5 2005/02/15 12:58:21 jsm Exp $	*/
2 
3 #define bool char
4 /* phbool is used when we need this version of bool after <curses.h>.  */
5 #define phbool char
6 
7 /*
8  * phantstruct.h - structure definitions for Phantasia
9  */
10 
11 struct	player	    	/* player statistics */
12     {
13     double	p_experience;	/* experience */
14     double	p_level;    	/* level */
15     double	p_strength;	/* strength */
16     double	p_sword;	/* sword */
17     double	p_might;	/* effect strength */
18     double	p_energy;	/* energy */
19     double	p_maxenergy;	/* maximum energy */
20     double	p_shield;	/* shield */
21     double	p_quickness;	/* quickness */
22     double	p_quksilver;	/* quicksilver */
23     double	p_speed;	/* effective quickness */
24     double	p_magiclvl;	/* magic level */
25     double	p_mana;		/* mana */
26     double	p_brains;	/* brains */
27     double	p_poison;	/* poison */
28     double	p_gold;		/* gold */
29     double	p_gems;		/* gems */
30     double	p_sin;		/* sin */
31     double	p_x;	    	/* x coord */
32     double	p_y;	    	/* y coord */
33     double	p_1scratch,
34 		p_2scratch;	/* variables used for decree, player battle */
35 
36     struct
37 	{
38 	short	ring_type;	/* type of ring */
39 	short	ring_duration;	/* duration of ring */
40 	bool	ring_inuse;	/* ring in use flag */
41 	}	p_ring;	    	/* ring stuff */
42 
43     long	p_age;		/* age of player */
44 
45     int		p_degenerated;	/* age/3000 last degenerated */
46 
47     short	p_type;		/* character type */
48     short	p_specialtype;	/* special character type */
49     short	p_lives;	/* multiple lives for council, valar */
50     short	p_crowns;	/* crowns */
51     short	p_charms;	/* charms */
52     short	p_amulets;	/* amulets */
53     short	p_holywater;   	/* holy water */
54     short	p_lastused;	/* day of year last used */
55     short	p_status;	/* playing, cloaked, etc. */
56     short	p_tampered;	/* decree'd, etc. flag */
57     short	p_istat;	/* used for inter-terminal battle */
58 
59     bool	p_palantir;	/* palantir */
60     bool	p_blessing;	/* blessing */
61     bool	p_virgin;	/* virgin */
62     bool	p_blindness;	/* blindness */
63 
64     char	p_name[SZ_NAME];	/* name */
65     char	p_password[SZ_PASSWORD];/* password */
66     char	p_login[SZ_LOGIN];	/* login */
67     };
68 
69 struct	monster	    	/* monster stats */
70     {
71     double	m_strength;	/* strength */
72     double	m_brains;	/* brains */
73     double	m_speed;	/* speed */
74     double	m_energy;	/* energy */
75     double	m_experience;	/* experience */
76     double	m_flock;    	/* % chance of flocking */
77 
78     double	m_o_strength;	/* original strength */
79     double	m_o_speed;	/* original speed */
80     double	m_maxspeed;	/* maximum speed */
81     double	m_o_energy;	/* original energy */
82     double	m_melee;	/* melee damage */
83     double	m_skirmish;	/* skirmish damage */
84 
85     int		m_treasuretype;	/* treasure type */
86     int		m_type;	    	/* special type */
87 
88     char	m_name[26];	/* name */
89     };
90 
91 struct	energyvoid     	/* energy void */
92     {
93     double	ev_x;		/* x coordinate */
94     double	ev_y;		/* y coordinate */
95     bool	ev_active;	/* active or not */
96     };
97 
98 struct	scoreboard			/* scoreboard entry */
99     {
100     double	sb_level;		/* level of player */
101     char	sb_type[4];		/* character type of player */
102     char	sb_name[SZ_NAME];	/* name of player */
103     char	sb_login[SZ_LOGIN];	/* login of player */
104     };
105 
106 struct	charstats			/* character type statistics */
107     {
108     double	c_maxbrains;		/* max brains per level */
109     double	c_maxmana;		/* max mana per level */
110     double	c_weakness;		/* how strongly poison affects player */
111     double	c_goldtote;		/* how much gold char can carry */
112     int		c_ringduration;		/* bad ring duration */
113     struct
114 	{
115 	double	base;		/* base for roll */
116 	double	interval;	/* interval for roll */
117 	double	increase;	/* increment per level */
118 	} c_quickness,		/* quickness */
119 	  c_strength,		/* strength */
120 	  c_mana,		/* mana */
121 	  c_energy,		/* energy level */
122 	  c_brains,		/* brains */
123 	  c_magiclvl;		/* magic level */
124     };
125 
126 struct menuitem				/* menu item for purchase */
127     {
128     const char	*item;		/* menu item name */
129     double	cost;		/* cost of item */
130     };
131