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Comparing deliantra/server/include/player.h (file contents):
Revision 1.24 by root, Fri Dec 15 00:14:12 2006 UTC vs.
Revision 1.29 by root, Wed Dec 20 09:14:22 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 22*/
24 23
25#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
26struct Output_Buf 25struct Output_Buf
27{ 26{
146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ 145 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
147 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ 146 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
148 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
149 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 148 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
150 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
151 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
152 150
153 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
154 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
155 153
156 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
208}; 206};
209 207
210struct player : zero_initialised, attachable<player>, player_pod 208struct player : zero_initialised, attachable<player>, player_pod
211{ 209{
212 player *next; /* Pointer to next player, NULL if this is last */ 210 player *next; /* Pointer to next player, NULL if this is last */
213 client_socket *ACC (RO, socket); /* Socket information for this player */ 211 client *ACC (RO, socket); /* Socket information for this player */
214 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 212 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
215 shstr invis_race; /* What race invisible to? */ 213 shstr invis_race; /* What race invisible to? */
216 214
217 void clear () 215 void clear ()
218 { 216 {

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