1/*	$NetBSD: phantstruct.h,v 1.4 2004/04/07 17:46:47 ross 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
11struct	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
69struct	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
91struct	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
98struct	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
106struct	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
126struct menuitem				/* menu item for purchase */
127    {
128    const char	*item;		/* menu item name */
129    double	cost;		/* cost of item */
130    };
131