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📄 phantstruct.h

📁 早期freebsd实现
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/* * 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 */    };

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