diff --git a/src/iwannaflycurses.messy b/src/iwannaflycurses.messy index 527a8ca..16b1ad5 100644 --- a/src/iwannaflycurses.messy +++ b/src/iwannaflycurses.messy @@ -995,19 +995,6 @@ latlontyp latlon coord3 pos } -struct cylinder: -uchar r : 7 -uchar norm : 2 -uchar h : 4 -bool up : 1 -bool down : 1 -bool show : 1 - /* cylinders, (the shape, not this datatype) are used extensively. - * players move in cylindrical coordinate space. - * event areas are specified as cylinders - * monster aggro ranges are a cylinder - */ - struct moneytyp { ushort gp : 17 uchar cp : 7 @@ -1074,16 +1061,16 @@ char* psystabs[8] = {"detect alignment","charm","hold","sleep","mind blast","pas uchar id //switch case for each psionic ability -typedef multiclasstyp: +struct multiclasstyp: (self) *prev (self) *next classtyp class -typedef classobjtyp: +struct classobjtyp: classtyp class magictyp element -typedef classtyp { +struct classtyp { uchar role : 2 uchar class : 3 ushort align : 9 @@ -1915,11 +1902,11 @@ starfield tube xiter = MAX_X / 8 for (uchar n = MAX_Y;n;n--) { for (uchar x = 0;x < xiter;x++) { - tube[n][m] = tube[n-1][m] + tube[n][x] = tube[n-1][x] } } for (uchar x = 0;x < xiter;x++) { - tube[0][m] = starfield_generator() + tube[0][x] = starfield_generator() } typedef tilemeta* tileset[128] @@ -2101,15 +2088,11 @@ div_t ifargs const char* dothis div_t doargs const char* name -cylinder dim +bool language : 1 // 0 = guile, 1 = perl +uchar radius : 7 +uchar up : 4 +uchar down : 4 umint duration -/* events call raw C functions, without any sort of restrictions on what they have - * access to beyond what the program can give it. the idea is to provide a full - * turing-complete interface by which the game's world can be altered according - * to actions taken by the player. another use would be to show a cutscene rendered - * with raw curses calls; an elaborate example of curses used in that manner - * will be found in the game's introduction cutscene. - */ enum triggerenum {ALWAYS_FLAG,ILLUM_FLAG,LOOK_FLAG,FARLOOK_FLAG,BUMP_FLAG,HIT_FLAG,FIRST_FLAG,NEW_FLAG,DAY_FLAG,TIME_FLAG,MORN_FLAG,NOON_FLAG,EVE_FLAG,MIDNITE_FLAG,DAY_FLAG,NIGHT_FLAG}