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- {
- *** NOTE *****************************************************************
- I made a BIG boo-boo on the first release of these structures! The
- G5_MATES.DAT file structure is (or was) wrong! Here is what I released,
-
- Mate_Info = Record
- Planet_Number : Byte; WHICH PLANET RECORD GOES WITH 1 - 5
- Girls_Name : String[15]; NAME OF GIRL TO FLIRT WITH ON PLANET
- Guys_Name : String[15]; NAME OF GUY TO FLIRT WITH ON PLANET
- Girl_MarriedTo : Integer; GIRL MARRIED TO PLAYER NUMBER? -1 = NO ONE
- Guy_MarriedTo : Integer; GUY MARRIED TO PLAYER NUMBER? -1 = NO ONE
- End; { MATE INFO
- ---------------------------------------------------------------------------
- And here is what it SHOULD look like,
-
- Mate_Info = Record
- Girls_Name : String[15]; NAME OF GIRL TO FLIRT WITH ON PLANET
- Guys_Name : String[15]; NAME OF GUY TO FLIRT WITH ON PLANET
- Girl_MarriedTo : Integer; GIRL MARRIED TO PLAYER NUMBER? -1 = NO ONE
- Guy_MarriedTo : Integer; GUY MARRIED TO PLAYER NUMBER? -1 = NO ONE
- End; { MATE INFO
- ---------------------------------------------------------------------------
-
- The G5_MATES.DAT record below is correct now as it should have been in the
- first place. This was just a stupid mistake on my part! :(
-
- ****************************************************************************
-
- -----------------------------------------------------------------------------
- These are the structures to all data files used in Galaxy 5. All of the
- data files that these records are held in, are located in the DATA
- subdirectory, off of the home Galaxy 5 directory. Feel free to
- create add on utilties, freeware, shareware, whatever. I ask for no
- royalties or anything of that sort. ;> However, it would be cool if ya
- would send me a copy of any utilities you create, I would like to check
- em out myself! It would like, be cool or sumthin...
- -----------------------------------------------------------------------------
-
- If you are creating an Xport for Galaxy 5, please look over the XPORTS.TXT
- file for full information on what you need to know.
-
- -----------------------------------------------------------------------------
- These types must be defined in your program in order to be able to use
- the data structures. }
- Type
- Gender_Type = (Male, Female); { USED FOR PLAYERS GENDER }
- Yes_Or_No = (Yes, No); { EASIER THAN USING NUMBERS }
- {---------------------------------------------------------------------------}
-
- { PLAYERS.DAT - Players info }
-
- Player_Info = Record
- Number : Integer; { POSITION OF PLAYERS RECORD IN DATA FILE }
- Name : String[30]; { PLAYERS NAME AS ON BBS }
- Handle : String[20]; { PLAYERS ALIAS }
- Gender : Gender_Type; { MALE OR FEMALE }
- PlayerType : String[12]; { ASSASSIN, STAR PILOT, CON ARTIST }
- WeaponNumber : ShortInt; { RANGE 1 - 10 }
- Weapon : String[20]; { NAME OF WEAPON }
- ArmourNumber : ShortInt;{ RANGE OF 1 - 10 }
- Armour : String[20]; { NAME OF ARMOUR }
- ShipNumber : ShortInt; { RANGE OF 1 - 10 }
- Ship : String[20]; { NAME OF SHIP }
- OnPlanet : ShortInt; { NUMBER OF PLANET PLAYER IS ON 1-5 }
- LastOn : String[8]; { DATE PLAYER WUZ LAST ON, 09/05/95 ETC. }
- Dead : Yes_Or_No; { IS PLAYER DEAD? }
- Health : Integer; { HOW MUCH HEALTH }
- Max_Health : Integer; { MAXIMUM HEALTH }
- Strength : LongInt; { HOW POWERFUL IS THIS PLAYER? }
- Defense : LongInt; { DEFENSIVE STRENGTH }
- Rank : ShortInt; { LEVEL OF PLAYER 1 - 15 }
- Skill : LongInt; { HOW MUCH SKILL PLAYER HAS }
- Fuel : LongInt; { HOW MUCH FUEL ON BOARD }
- Looks : Integer; { HOW GOOD LOOKING IS THE PLAYER? }
- Lays : Integer; { HOW MANY TIMES PLAYERS BEEN LAID }
- Attacks : ShortInt; { HOW MANY PLAYER FIGHTS LEFT TODAY }
- Fights : ShortInt; { HOW MANY FIGHTS LEFT TODAY }
- Money : LongInt; { HOW MUCH MONEY IN POCKET }
- Bank : LongInt; { HOW MUCH MONEY IN BANK }
- Meals : ShortInt; { HOW MANY MEALS HAS PLAYER HAD TODAY? }
- Drinks : ShortInt; { HOW MANY DRINKS HAS PLAYER HAD TODAY? }
- Married : Yes_Or_No; { PLAYER MARRIED? }
- MarriedTo : Integer; { IF PLAYER MARRIED, WHO TO DATA NUMBER? A
- NEGATIVE NUMBER HERE BETWEEN -1 AND -5, MEANS
- THAT THIS PLAYER IS MARRIED TO THE MATE AT
- THE INN OF THE PLANET SPECIFIED. -1 WOULD BE
- THE FIRST PLANET, -2 THE SECOND, ETC. }
- Expert : Yes_Or_No; { EXPERT MODE ON? }
- At_Inn : Yes_Or_No; { SLEEPING AT AN INN? }
- Flirted_Inn : Array[1..5] Of Yes_Or_No; { FLIRTED AT THE INNS? PLAYERS
- CAN FLIRT ONCE EACH DAY AT
- EACH INN }
- Have_Bike : Yes_Or_No; { DOES THIS PLAYER HAVE A HYPER BIKE }
- Power_Moves : Integer; { HOW MANY POWER MOVES LEFT }
- On_Now : Yes_Or_No; { IS PLAYER PLAYING RIGHT NOW? }
- Player_Kills : Integer;{ HOW MANY OTHER PLAYERS THIS PLAYER HAS KILLED }
- Rank_Battle : Yes_Or_No; { HAS PLAYER HAD A RANK BATTLE TODAY? }
- AllowedToPlay : Yes_Or_No;{ ALLOWED TO PLAY TODAY? }
- Days : Integer; { DAYS SINCE LAST PLAYED }
- Medicine : Integer; { HOW MANY MEDICINES PLAYER HAS ON HAND }
- CardGames : Byte; { HOW MANY CARDGAMES PLAYER HAS LEFT }
- Coins : Integer; { HOW MANY ENERGY COINS PLAYER HAS }
- End; { PLAYER INFO RECORD }
-
- {---------------------------------------------------------------------------}
-
- { PLANETS.DAT - Info on the 5 planets. The "Raw" planet name must not contain
- any G5 color codes. The "CurrentPlanet" field can contain
- color codes. This is the one shown to callers as their
- current planet, and when they choose a planet after selecting
- (G)o to another planet. The "Pcolor_Dark" & "Pcolor_Light"
- fields are used to determine the color of text to be used
- with players who are on that planet. This makes it easier to
- remember which planet they are on, once they get to know
- which planet is what color.}
-
- Planet_Info = Record
- PlanetName : String[7]; { RAW NAME OF PLANET (NO COLOR CODES) }
- CurrentPlanet : String[30]; { FANCY NAME OF PLANET (COLOR OPTIONAL) }
- PColor_Dark : String[4]; { DARK COLOR CODE FOR PLANET }
- PColor_Light : String[4]; { LIGHT COLOR CODE FOR PLANET }
- End; { PLANET RECORD }
-
- {---------------------------------------------------------------------------}
-
- { ENEMIES.DAT - Enemy records. These are the enemies that players encounter
- in the warfields. There can be up to 32,767 records in this
- data file. Strength, defense, etc. etc. are not contained
- in the data file. These are generated internally by the game
- each time a fight is initiated. }
-
- Enemy_Info = Record
- EnemyName : String[20]; { ENEMIES NAME AS SHOWN DURING FIGHT }
- Weapon : String[15]; { NAME OF ENEMIES WEAPON }
- Move : String; { STRING TO USE WHEN ENEMY GETS GOOD MOVE IN }
- Wasted : String; { STRING TO USE WHEN PLAYER KILLS ENEMY }
- End; { ENEMY RECORD }
-
- {---------------------------------------------------------------------------}
-
- { G5_MATES.DAT - Info on the mates at each inn that the players can flirt
- with. }
-
- Mate_Info = Record
- Girls_Name : String[15]; { NAME OF GIRL TO FLIRT WITH ON PLANET }
- Guys_Name : String[15]; { NAME OF GUY TO FLIRT WITH ON PLANET }
- Girl_MarriedTo : Integer; { GIRL MARRIED TO PLAYER NUMBER? -1 = NO ONE }
- Guy_MarriedTo : Integer; { GUY MARRIED TO PLAYER NUMBER? -1 = NO ONE }
- End; { MATE INFO }
-
- {---------------------------------------------------------------------------}
-
- { G5CONFIG.DAT - Configuration data file. }
-
- Config_Record = Record
- AllowLays : Yes_Or_No; { ALLOW GETTING LAID? }
- MaxTransfers : Byte; { MAXIMUM BANK TRANSFERS PER DAY }
- MaxAmount : LongInt; { MAXIMUM BANK TRANSFER AMOUNT 0 = NO LIMIT }
- FightsDay : Byte; { HOW MANY FIGHTS PER DAY }
- AttacksDay : Byte; { HOW MANY PLAYER FIGHTS PER DAY }
- Interest : Integer; { INTEREST RATE ON MONEY IN BANK (%) }
- HireAmount : Integer; { HOW MUCH IT COSTS TO HIRE SOMEONE TO KILL
- ANOTHER PLAYER (MULTIPLIED BY THE PLAYERS
- RANK WHO IS BEING HIRED }
- DSZ_Path : String; { PATH TO DSZ, GSZ FOR TRANSFERS }
- DSZ_All : Yes_Or_No; { DOES DSZ SUPPORT ALL 3 PROTOCOLS? }
- MaxMeals : Integer; { MAXIMUM AMOUNT OF MEALS ALLOWED IN A DAY }
- MaxDrinks : Integer; { MAXIMUM AMOUNT OF DRINKS ALLOWED IN A DAY }
- MealCost : Integer; { COST TO BUY A MEAL }
- DrinksCost : Integer; { COST TO BUY A DRINK }
- ANSI : String; { ANSI RANKS BULLETIN (OR BLANK FOR NONE) }
- ASCII : String; { ASCII RANKS BULLETIN (OR BLANK FOR NONE) }
- Deletion : Integer; { DAYS TO DELETE INACTIVE PLAYERS }
- Revive : Integer; { DAYS TO REVIVE DEAD PLAYERS }
- Bulletin : String; { NAME AND/OR FULL PATH OF SYSOPS BULLETIN }
- BBSName : String[30]; { NAME OF THE BBS RUNNING THE GAME }
- Lock_Baud : LongInt; { LOCKED BAUD RATE (IF ANY) }
- SysOp_Message : String; { NAME OF TEXT FILE TO USE FOR WELCOME MESSAGE}
- CardGames : Byte; { HOW MANY CARD GAMES PLAYERS GET PER DAY }
- { - BELOW FIELDS ARE NEW AS OF v1.04 WIDE BETA -----------------------------}
- Credit : String[40]; { GIVING CREDIT TO ? FOR REGISTERING G5 }
- LoadEMS : Yes_Or_No; { LOADING OVERLAYS INTO EMS? }
- AllowBuy_Coins : Yes_Or_No; { ALLOW BUYING ENERGY COINS AT BANK? }
- AllowSell_Coins : Yes_Or_No;{ ALLOW SELLING ENERGY COINS AT BANK? }
- CoinPrice : LongInt; { PRICE OF ENERGY COINS FOR BUYING & SELLING }
- End; { CONFIG RECORD }
-
- {---------------------------------------------------------------------------}
-
- { HIT_INFO.DAT - Info on who has hired who to kill who (if any). This file
- will not exist until someone hires another player to kill
- another player. If there is only one hired hit, then after
- the hit is made, this file is erased. }
-
- Hire_Info = Record
- Player_Hired : Integer; { DATA RECORD # OF PLAYER WHO WUZ HIRED }
- Hired_By : Integer; { DATA RECORD # OF PLAYER WHO HIRED ASSASSIN }
- Target : Integer; { DATA RECORD # OF PLAYER TO BE KILLED }
- DateHired : String[8]; { DATE THE PLAYER WUZ HIRED }
- Made_Hit : Yes_Or_No; { MADE THE HIT YET? }
- Price : LongInt; { PRICE THE HIT MAN WUZ HIRED FOR }
- End;
-
- {---------------------------------------------------------------------------}
-