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  /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)
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)
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++) {
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 }
print.c 60 pp = &Player[k];
88 pp = &Player[PLAYER];
127 for (pp = Player; pp < &Player[2]; pp++) {
128 x = (pp - Player) * 6 + 21;
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 */
mille.h 75 #define PLAYER 0
116 #define S_IN_HAND 1 /* safety in player's hand */
227 extern PLAY Player[2];
  /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 */
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;
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...]

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