| /src/games/phantasia/ |
| misc.c | 37 if (Player.p_type == C_EXPER) 43 new = explevel(Player.p_experience); 44 inc = new - Player.p_level; 45 Player.p_level = new; 48 Player.p_strength += statptr->c_strength.increase * inc; 49 Player.p_mana += statptr->c_mana.increase * inc; 50 Player.p_brains += statptr->c_brains.increase * inc; 51 Player.p_magiclvl += statptr->c_magiclvl.increase * inc; 52 Player.p_maxenergy += statptr->c_energy.increase * inc; 55 Player.p_energy = Player.p_maxenergy + Player.p_shield [all...] |
| fight.c | 34 volatile bool firsthit = Player.p_blessing; /* set if player gets 39 Player.p_status = S_MONSTER; 40 writerecord(&Player, Fileloc); 70 if (Player.p_virgin) { 72 Player.p_virgin = FALSE; 81 /* print header, and arbitrate between player and 88 mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */ 92 && Player.p_blessing 93 && Player.p_charms > 0 [all...] |
| interplayer.c | 4 * interplayer.c - player to player routines for Phantasia 40 /* player is on and not a cloaked valar */ 44 if (Player.p_x == Other.p_x 45 && Player.p_y == Other.p_y 49 && Player.p_status == S_PLAYING 53 && Player.p_specialtype != SC_VALAR) 83 Player.p_status = S_INBATTLE; 84 Shield = Player.p_energy; 88 Player.p_tampered = oldtampered = 1 [all...] |
| main.c | 164 /* get the player structure filled */ 188 if (Player.p_level > 5.0) 192 /* update some important player statistics */ 193 strlcpy(Player.p_login, Login, sizeof(Player.p_login)); 195 Player.p_lastused = localtime(&seconds)->tm_yday; 196 Player.p_status = S_PLAYING; 197 writerecord(&Player, Fileloc); 199 Statptr = &Stattable[Player.p_type]; /* initialize pointer */ 215 altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags * [all...] |
| macros.h | 15 #define MAXMOVE() (Player.p_level * 1.5 + 1)
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| phantglobs.c | 15 double Circle; /* which circle player is in */ 18 bool Beyond; /* set if player is beyond point of no return */ 19 bool Marsh; /* set if player is in dead marshes */ 20 bool Throne; /* set if player is on throne */ 21 bool Changed; /* set if important player stats have changed */ 22 bool Wizard; /* set if player is the 'wizard' of the game */ 36 long Fileloc; /* location in file of player statistics */ 38 const char *Login; /* pointer to login of player */ 39 const char *Enemyname; /* pointer name of monster/player we are battling*/ 41 struct player Player; /* stats for player * [all...] |
| io.c | 101 ++Player.p_age; /* increase age */ 103 if (Player.p_ring.ring_type != R_SPOILED) 140 if (Player.p_status == S_INBATTLE || Player.p_status == S_MONSTER)
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| gamesupport.c | 25 struct player *playerp; /* pointer to structure to alter */ 30 long loc; /* location in player file */ 40 /* get name of player to examine/alter */ 55 /* use 'Player' structure */ 56 playerp = &Player; 58 if (strcmp(Databuf, Player.p_name) == 0) 59 /* alter/examine current player */ 61 playerp = &Player; 67 /* find player on file */ 69 /* didn't find player */ [all...] |
| phantglobs.h | 7 extern double Circle; /* which circle player is in */ 10 extern bool Beyond; /* set if player is beyond point of no return */ 11 extern bool Marsh; /* set if player is in dead marshes */ 12 extern bool Throne; /* set if player is on throne */ 13 extern bool Changed; /* set if important player stats have changed */ 14 extern bool Wizard; /* set if player is the 'wizard' of the game */ 28 extern long Fileloc; /* location in file of player statistics */ 30 extern const char *Login; /* pointer to login of current player */ 31 extern const char *Enemyname; /* pointer name of monster/player we are battling*/ 33 extern struct player Player; /* stats for player * [all...] |
| /src/games/mille/ |
| mille.c | 79 Play = PLAYER; 103 if (!restore || (Player[PLAYER].total >= 5000 104 || Player[COMP].total >= 5000)) { 105 if (Player[COMP].total < Player[PLAYER].total) 106 Player[PLAYER].games++; 107 else if (Player[COMP].total > Player[PLAYER].total [all...] |
| misc.c | 128 if (Play == PLAYER) { 146 pp = &Player[COMP]; 147 op = &Player[PLAYER]; 225 if (Player[PLAYER].total >= 5000 || Player[COMP].total >= 5000) 232 if (Player[PLAYER].total > Player[COMP].total [all...] |
| end.c | 60 num = pp - Player; 79 if (Player[other(num)].mileage == 0) { 101 num = pp - Player; 107 pp = &Player[other(num)]; 117 pp = &Player[num]; 131 if (Player[other(num)].mileage == 0) { 148 for (pp = Player; pp < &Player[2]; pp++) {
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| init.c | 58 pp = &Player[i]; 85 sort(Player[PLAYER].hand); 137 for (pp = Player; pp <= &Player[COMP]; pp++) { 159 for (pp = Player; pp <= &Player[COMP]; pp++) { 207 for (pp = Player; pp <= &Player[COMP]; pp++) { 214 Player[PLAYER].was_finished = !Finished [all...] |
| varpush.c | 69 { (void *) Player, sizeof Player }
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| print.c | 60 pp = &Player[k]; 88 pp = &Player[PLAYER]; 127 for (pp = Player; pp < &Player[2]; pp++) { 128 x = (pp - Player) * 6 + 21;
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| move.c | 71 pp = &Player[Play]; 79 if (Play == PLAYER) 102 if (Play == PLAYER) 152 if (Order && Movetype != M_DRAW && goodplay && pp == &Player[PLAYER]) 182 for (pp = Player; pp < &Player[2]; pp++) { 183 op = (pp == &Player[COMP] ? &Player[PLAYER] : &Player[COMP]) [all...] |
| extern.c | 82 Handstart = COMP, /* Player who starts hand */ 84 Play, /* Current player */ 169 PLAY Player[2]; /* Player descriptions */
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| mille.h | 75 #define PLAYER 0 116 #define S_IN_HAND 1 /* safety in player's hand */ 227 extern PLAY Player[2];
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| /src/games/hunt/huntd/ |
| extern.c | 56 PLAYER Player[MAXPL]; /* all the players */ 57 PLAYER *End_player = Player; /* last active player slot */ 59 PLAYER Boot[NBOOTS]; /* all the boots */ 63 PLAYER Monitor[MAXMON]; /* all the monitors */ 64 PLAYER *End_monitor = Monitor; /* last active monitor slot */
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| answer.c | 54 static void stmonitor(PLAYER *); 55 static void stplayer(PLAYER *, int); 60 PLAYER *pp; 140 * between driver and player processes 157 for (pp = Player; pp < End_player; pp++) { 162 for (pp = Player; pp < End_player; pp++) 164 for (pp = Player; pp < End_player; pp++) { 188 if (End_player < &Player[MAXPL]) { 190 i = pp - Player + 3; 224 stmonitor(PLAYER *pp [all...] |
| driver.c | 61 * - a stream socket for general player connections 129 static bool havechar(PLAYER *, int); 133 static void zap(PLAYER *, bool, int); 205 PLAYER *pp; 287 for (pp = Player, i = 0; pp < End_player; pp++, i++) 300 for (pp = Player, i = 0; pp < End_player; ) 322 for (pp = Player, i = 0; pp < End_player; pp++, i++) { 517 PLAYER *pp; 532 * Check the damage to the given player, and see if s/he is killed 535 checkdam(PLAYER *ouch, PLAYER *gotcha, IDENT *credit, int amt [all...] |
| draw.c | 40 static void drawstatus(PLAYER *); 41 static void see(PLAYER *, int); 43 static int player_sym(PLAYER *, int, int); 46 drawmaze(PLAYER *pp) 78 drawstatus(PLAYER *pp) 81 PLAYER *np; 108 outstr(pp, "Player:", 7); 109 for (i = STAT_PLAY_ROW + 1, np = Player; np < End_player; np++) { 131 look(PLAYER *pp) 178 see(PLAYER *pp, int face [all...] |
| hunt.h | 54 typedef struct player_def PLAYER; 116 PLAYER *b_owner; 149 extern PLAYER Player[MAXPL], *End_player; 151 extern PLAYER Boot[NBOOTS]; 155 extern PLAYER Monitor[MAXMON], *End_monitor; 167 void drawmaze(PLAYER *); 168 void look(PLAYER *); 169 void check(PLAYER *, int, int); 170 void showstat(PLAYER *); [all...] |
| expl.c | 55 PLAYER *pp; 72 for (pp = Player; pp < End_player; pp++) { 114 PLAYER *pp; 127 for (pp = Player; pp < End_player; pp++) 161 PLAYER *pp;
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| shots.c | 56 static void move_flyer(PLAYER *); 70 PLAYER *pp; 82 * for damage to any player who got in the way. 92 for (pp = Player; pp < End_player; pp++) 144 for (pp = Player; pp < End_player; pp++) 155 for (pp = Player; pp < End_player; pp++) 164 for (pp = Player; pp < End_player; pp++) { 189 PLAYER *pp; 378 PLAYER *pp; 566 * Update the position of a player in fligh [all...] |