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95 | INTERFACE_CLASS (player) |
95 | INTERFACE_CLASS (player) |
96 | struct player : zero_initialised, attachable |
96 | struct player : zero_initialised, attachable |
97 | { |
97 | { |
98 | client *ACC (RO, ns); /* Socket information for this player */ |
98 | client *ACC (RO, ns); /* Socket information for this player */ |
99 | object *ACC (RW, ob); /* The object representing the player */ |
99 | object *ACC (RW, ob); /* The object representing the player */ |
100 | int ACC (RO, active); |
100 | object_vector_index ACC (RO, active); |
101 | |
101 | |
102 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
102 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
103 | petmode_t ACC (RW, petmode); /* which petmode? */ |
103 | petmode_t ACC (RW, petmode); /* which petmode? */ |
104 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
104 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
105 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
105 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
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111 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
111 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
112 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
112 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
113 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
113 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
114 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
114 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
115 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
115 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
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116 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ |
116 | |
117 | |
117 | /* Try to put all the bitfields together - saves some small amount of memory */ |
118 | /* Try to put all the bitfields together - saves some small amount of memory */ |
118 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
119 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
119 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
120 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
120 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
121 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
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208 | |
209 | |
209 | extern playervec players; |
210 | extern playervec players; |
210 | |
211 | |
211 | #define for_all_players(var) \ |
212 | #define for_all_players(var) \ |
212 | for (unsigned _i = 0; _i < players.size (); ++_i) \ |
213 | for (unsigned _i = 0; _i < players.size (); ++_i) \ |
213 | declvar (player *, var, players [_i]) |
214 | statementvar (player *, var, players [_i]) |
214 | |
215 | |