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Comparing deliantra/server/include/player.h (file contents):
Revision 1.20 by root, Sat Dec 9 16:11:09 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 */
165 living ACC (RO, last_stats); /* Last stats as sent to client */ 163 living ACC (RO, last_stats); /* Last stats as sent to client */
166 float ACC (RW, last_speed); /* Last speed as sent to client */ 164 float ACC (RW, last_speed); /* Last speed as sent to client */
167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 165 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
168 int Swap_First; /* First stat player has selected to swap */ 166 int Swap_First; /* First stat player has selected to swap */
169 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 167 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
170 uint32 last_used_id; /* Safety measures to be sure it's the same */
171 168
172 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 169 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
173 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 170 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
174 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 171 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
175 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 172 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
209}; 206};
210 207
211struct player : zero_initialised, attachable<player>, player_pod 208struct player : zero_initialised, attachable<player>, player_pod
212{ 209{
213 player *next; /* Pointer to next player, NULL if this is last */ 210 player *next; /* Pointer to next player, NULL if this is last */
214 NewSocket socket; /* Socket information for this player */ 211 client *ACC (RO, socket); /* Socket information for this player */
215 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 212 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
216 shstr invis_race; /* What race invisible to? */ 213 shstr invis_race; /* What race invisible to? */
217 214
218 void clear () 215 void clear ()
219 { 216 {

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