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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#define NUM_OUTPUT_BUFS 5 |
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struct Output_Buf |
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{ |
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shstr buf; /* Actual string pointer */ |
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uint32 first_update; /* First time this message was stored */ |
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uint16 count; /* How many times we got this message */ |
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}; |
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/* wand/rod/horn rolled into range_misc. They all use the same body location |
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* anyways. |
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*/ |
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enum rangetype |
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{ |
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range_bottom = -1, |
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range_none = 0, |
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range_bow = 1, |
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range_magic = 2, |
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range_misc = 3, |
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range_golem = 4, |
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range_skill = 5, |
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range_builder = 6, |
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range_size = 7 |
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}; |
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enum bowtype_t |
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{ |
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bow_normal = 0, |
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bow_threewide = 1, |
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bow_spreadshot = 2, |
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bow_n = 3, /* must stay at 3 */ |
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bow_ne = 4, |
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bow_e = 5, |
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bow_se = 6, |
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bow_s = 7, |
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bow_sw = 8, |
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bow_w = 9, |
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bow_nw = 10, /* must stay at 10 */ |
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bow_bestarrow = 11 |
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}; |
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enum petmode_t |
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{ |
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pet_normal = 0, |
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pet_sad = 1, |
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pet_defend = 2, |
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pet_arena = 3 |
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}; |
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enum usekeytype |
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{ |
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key_inventory = 0, |
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keyrings = 1, |
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containers = 2 |
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}; |
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/* This is used to control what to do when we need to unapply |
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* an object before we can apply another one. |
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*/ |
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enum unapplymode |
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{ |
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unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */ |
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unapply_never = 1, /* will not unapply objects automatically */ |
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unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */ |
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/* no choice - if there are multiple ojbect of the same type */ |
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/* that need to be unapplied, there is no way for the player */ |
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/* to control which of these will be unapplied. */ |
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}; |
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/* not really the player, but tied pretty closely */ |
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struct partylist |
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{ |
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char *partyleader; |
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char passwd[9]; |
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partylist *next; |
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char *partyname; |
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#ifdef PARTY_KILL_LOG |
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struct party_kill |
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{ |
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char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
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sint64 exp; |
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} party_kills[PARTY_KILL_LOG]; |
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#endif |
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sint64 total_exp; |
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uint32 kills; |
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}; |
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ACC_CLASS (player) |
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// memsettable part of player |
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struct player_pod |
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{ |
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object_ptr ACC (RW, ob); /* The object representing the player */ |
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maptile *loading; /* When entering a map in progress of loading, not really used */ |
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rangetype shoottype; /* Which range-attack is being used by player */ |
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bowtype_t bowtype; /* which firemode? */ |
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petmode_t petmode; /* which petmode? */ |
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object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
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/* That not all are used, it is just nice to map this 1:1 */ |
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/* With the range names */ |
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uint32 ACC (RW, golem_count); /* To track the golem */ |
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usekeytype usekeys; /* Method for finding keys for doors */ |
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unapplymode unapply; /* Method for auto unapply */ |
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uint32 ACC (RW, count); /* Any numbers typed before a command */ |
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uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
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sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
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sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
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sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
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sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
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sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
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sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
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uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ |
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uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
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sint8 ACC (RW, last_level); /* Last level we sent to client */ |
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/* Try to put all the bitfields together - saves some small amount of memory */ |
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uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ |
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uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ |
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uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ |
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uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ |
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uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ |
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uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ |
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uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ |
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uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
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uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
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uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
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uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */ |
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object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
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float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
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float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ |
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uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ |
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sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ |
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sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ |
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uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ |
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uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ |
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uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ |
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living ACC (RO, orig_stats); /* Permanent real stats of player */ |
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living ACC (RO, last_stats); /* Last stats as sent to client */ |
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float ACC (RW, last_speed); /* Last speed as sent to client */ |
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sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
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int Swap_First; /* First stat player has selected to swap */ |
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object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
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uint32 last_used_id; /* Safety measures to be sure it's the same */ |
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sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
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char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ |
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char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ |
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char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
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char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
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/* Note that for dragon players, this is filled in for them */ |
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char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
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sint8 levhp[11]; /* What the player gained on that level */ |
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sint8 levsp[11]; /* Same for sp */ |
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sint8 levgrace[11]; /* And same for grace */ |
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char ACC (RW, killer)[64]; /* Who killed this player. */ |
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char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ |
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char input_buf[MAX_BUF]; /* Holds command to run */ |
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char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
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time_t ACC (RW, last_save_time); |
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uint32 ACC (RW, last_save_tick); |
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partylist *ACC (RW, party); /* Party this player is part of */ |
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partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
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/* but we will have to get password first */ |
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/* so we have to remember which party to */ |
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/* join */ |
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char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ |
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sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
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uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
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uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
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object_ptr ACC (RW, mark); /* marked object */ |
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/* Special DM fields */ |
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tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
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int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
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sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
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/* the player can see. For maps smaller than */ |
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/* MAP_CLIENT_.., the upper left is used */ |
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}; |
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struct player : zero_initialised, attachable<player>, player_pod |
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{ |
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player *next; /* Pointer to next player, NULL if this is last */ |
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NewSocket socket; /* Socket information for this player */ |
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Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
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shstr invis_race; /* What race invisible to? */ |
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void clear () |
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{ |
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memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); |
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attachable_clear (); |
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invis_race = 0; |
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for (int i = 0; i < NUM_OUTPUT_BUFS; i++) |
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outputs[i].buf = 0; |
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} |
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}; |
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