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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:58 2006 UTC vs.
Revision 1.3 by root, Wed Apr 19 08:25:25 2006 UTC

1/* 1/*
2 * static char *rcsid_player_h = 2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.1.1.2 2006/02/22 18:01:58 elmex Exp $"; 3 * "$Id: player.h,v 1.3 2006/04/19 08:25:25 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
104#endif 104#endif
105 sint64 total_exp; 105 sint64 total_exp;
106 uint32 kills; 106 uint32 kills;
107} partylist; 107} partylist;
108 108
109// the layout of this structure cnanot be changed unless adjusting the inialisation code
110// in server/player.c:get_player has been verified.
109typedef struct pl { 111typedef struct pl {
110 struct pl *next; /* Pointer to next player, NULL if this is last */ 112 struct pl *next; /* Pointer to next player, NULL if this is last */
111 NewSocket socket; /* Socket information for this player */ 113 NewSocket socket; /* Socket information for this player */
112 char maplevel[MAX_BUF]; /* On which level is the player? */ 114 object *ob; /* The object representing the player */
113 struct mapdef *loading; /* When entering a map in progress of loading, not really used */ 115 struct mapdef *loading; /* When entering a map in progress of loading, not really used */
114 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
115 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
116 rangetype shoottype; /* Which range-attack is being used by player */ 116 rangetype shoottype; /* Which range-attack is being used by player */
117 char spellparam[MAX_BUF]; /* What param to add to spells */
118 bowtype_t bowtype; /* which firemode? */ 117 bowtype_t bowtype; /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 118 petmode_t petmode; /* which petmode? */
120 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 119 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
121 /* That not all are used, it is just nice to map this 1:1 */ 120 /* That not all are used, it is just nice to map this 1:1 */
122 /* With the range names */ 121 /* With the range names */
164 living orig_stats; /* Permanent real stats of player */ 163 living orig_stats; /* Permanent real stats of player */
165 living last_stats; /* Last stats as sent to client */ 164 living last_stats; /* Last stats as sent to client */
166 float last_speed; /* Last speed as sent to client */ 165 float last_speed; /* Last speed as sent to client */
167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
168 int Swap_First; /* First stat player has selected to swap */ 167 int Swap_First; /* First stat player has selected to swap */
169 object *ob; /* The object representing the player */
170 object *last_used; /* Pointer to object last picked or applied */ 168 object *last_used; /* Pointer to object last picked or applied */
171 uint32 last_used_id; /* Safety measures to be sure it's the same */ 169 uint32 last_used_id; /* Safety measures to be sure it's the same */
172 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 170 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
173 /* the player can see. For maps smaller than */ 171 /* the player can see. For maps smaller than */
174 /* MAP_CLIENT_.., the upper left is used */ 172 /* MAP_CLIENT_.., the upper left is used */
173
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
175 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */
175 178
176 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
177 /* Note that for dragon players, this is filled in for them */ 180 /* Note that for dragon players, this is filled in for them */
178 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
179 182

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