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Comparing deliantra/server/include/player.h (file contents):
Revision 1.76 by root, Wed Apr 23 07:25:54 2008 UTC vs.
Revision 1.81 by root, Fri Aug 29 02:07:09 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
114 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ 114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
116 115
117 /* Try to put all the bitfields together - saves some small amount of memory */ 116 /* 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 */ 117 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 118 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
146 145
147 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
148 sint8 ACC (RW, levsp[11]); /* Same for sp */ 147 sint8 ACC (RW, levsp[11]); /* Same for sp */
149 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 148 sint8 ACC (RW, levgrace[11]); /* And same for grace */
150 149
151 char ACC (RW, killer)[64]; /* Who killed this player. */ 150 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
152 151
153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
154 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 153 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
155 154
156 partylist *ACC (RW, party); /* Party this player is part of */ 155 partylist *ACC (RW, party); /* Party this player is part of */
170 /* the player can see. For maps smaller than */ 169 /* the player can see. For maps smaller than */
171 /* MAP_CLIENT_.., the upper left is used */ 170 /* MAP_CLIENT_.., the upper left is used */
172 171
173 shstr ACC (RW, invis_race); /* What race invisible to? */ 172 shstr ACC (RW, invis_race); /* What race invisible to? */
174 173
174 MTH const char *killer_name () const; // makes a string out of ->killer
175
175 MTH static player *create (); 176 MTH static player *create ();
176 static player *find (const_utf8_string name); 177 static player *find (const_utf8_string name);
177 178
178 static player *load_pl (object_thawer &thawer); 179 static player *load_pl (object_thawer &thawer);
179 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } 180 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
181 bool save_pl (object_freezer &freezer); 182 bool save_pl (object_freezer &freezer);
182 MTH bool save_pl (const char *path); 183 MTH bool save_pl (const char *path);
183 184
184 void do_destroy (); 185 void do_destroy ();
185 void gather_callbacks (AV *&callbacks, event_type event) const; 186 void gather_callbacks (AV *&callbacks, event_type event) const;
187
188 MTH void touch () { dirty = true; } // need to touch when logged out and changed
186 189
187 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const 190 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
188 { 191 {
189 if (ns) 192 if (ns)
190 ns->play_sound (sound, dx, dy); 193 ns->play_sound (sound, dx, dy);
201 MTH void deactivate (); 204 MTH void deactivate ();
202 205
203 MTH void chargen_race_done (); 206 MTH void chargen_race_done ();
204 MTH void chargen_race_next (); 207 MTH void chargen_race_next ();
205 208
206 MTH void set_observe (object *ob); 209 MTH void set_observe (object_ornull *ob);
207 210
208 void send_msg (int color, const char *type, const char *msg) 211 void send_msg (int color, const char *type, const char *msg)
209 { 212 {
210 ns->send_msg (color, type, msg); 213 ns->send_msg (color, type, msg);
211 } 214 }

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