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114 | struct player : zero_initialised, attachable |
114 | struct player : zero_initialised, attachable |
115 | { |
115 | { |
116 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
116 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
117 | client_ptr ACC (RO, ns); /* Socket information for this player */ |
117 | client_ptr ACC (RO, ns); /* Socket information for this player */ |
118 | object_ptr ACC (RW, ob); /* The object representing the player */ |
118 | object_ptr ACC (RW, ob); /* The object representing the player */ |
119 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
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120 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
119 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
121 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
120 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
122 | petmode_t ACC (RW, petmode); /* which petmode? */ |
121 | petmode_t ACC (RW, petmode); /* which petmode? */ |
123 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
122 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
124 | /* That not all are used, it is just nice to map this 1:1 */ |
123 | /* That not all are used, it is just nice to map this 1:1 */ |
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136 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
135 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
137 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
136 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
138 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
137 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
139 | |
138 | |
140 | /* Try to put all the bitfields together - saves some small amount of memory */ |
139 | /* Try to put all the bitfields together - saves some small amount of memory */ |
141 | uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ |
140 | bool ACC (RO, braced); /* Will not move if braced, only attack */ |
142 | uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ |
141 | bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */ |
143 | uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ |
142 | bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */ |
144 | uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ |
143 | bool ACC (RO, fire_on); /* Player should fire object, not move */ |
145 | uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ |
144 | bool ACC (RO, run_on); /* Player should keep moving in dir until run is off */ |
146 | uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ |
145 | bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */ |
147 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
146 | bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */ |
148 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
147 | bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */ |
149 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
148 | bool ACC (RO, explore); /* if True, player is in explore mode */ |
150 | |
149 | |
151 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
150 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
152 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
151 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
153 | |
152 | |
154 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
153 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |