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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.17 by root, Tue Sep 19 22:05:55 2006 UTC vs.
Revision 1.18 by root, Wed Sep 20 21:53:50 2006 UTC

107#endif 107#endif
108 sint64 total_exp; 108 sint64 total_exp;
109 uint32 kills; 109 uint32 kills;
110}; 110};
111 111
112ACC_CLASS (player)
113
112// memsettable part of player 114// memsettable part of player
113struct player_pod 115struct player_pod
114{ 116{
115 object_ptr ob; /* The object representing the player */ 117 object_ptr ACC (RW, ob); /* The object representing the player */
116 maptile *loading; /* When entering a map in progress of loading, not really used */ 118 maptile *loading; /* When entering a map in progress of loading, not really used */
117 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype shoottype; /* Which range-attack is being used by player */
118 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t bowtype; /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 121 petmode_t petmode; /* which petmode? */
120 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ 122 object_ptr 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 */ 123 /* That not all are used, it is just nice to map this 1:1 */
122 /* With the range names */ 124 /* With the range names */
123 uint32 golem_count; /* To track the golem */ 125 uint32 ACC (RW, golem_count); /* To track the golem */
124 usekeytype usekeys; /* Method for finding keys for doors */ 126 usekeytype usekeys; /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 127 unapplymode unapply; /* Method for auto unapply */
126 uint32 count; /* Any numbers typed before a command */ 128 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 mode; /* Mode of player for pickup. */ 129 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 130
129 sint8 digestion; /* Any bonuses/penalties to digestion */ 131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 134 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
133 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 item_power; /* Total item power of objects equipped */ 136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
135 uint8 state; /* Input state of the player (name, password, etc */ 137 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
136 uint8 listening; /* Which priority will be used in info_all */ 138 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 last_level; /* Last level we sent to client */ 139 sint8 ACC (RW, last_level); /* Last level we sent to client */
138 140
139 /* Try to put all the bitfields together - saves some small amount of memory */ 141 /* Try to put all the bitfields together - saves some small amount of memory */
140 uint32 braced:1; /* Will not move if braced, only attack */ 142 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 143 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
142 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 144 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
143 uint32 fire_on:1; /* Player should fire object, not move */ 145 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
144 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 146 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
145 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 147 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
146 uint32 name_changed:1; /* If true, the player has set a name. */ 148 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
147 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 149 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
148 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 150 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
149 uint32 explore:1; /* if True, player is in explore mode */ 151 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
150 uint32 no_shout:1; /* if True, player is *not* able to use shout command */ 152 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
151 153
152 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 154 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
153 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 155 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
154 156
155 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */ 157 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
156 float last_weapon_sp; /* if diff than weapon_sp, update client */ 158 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
157 uint16 last_flags; /* fire/run on flags for last tick */ 159 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
158 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ 160 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
159 sint32 last_weight_limit; /* Last weight limit transmitted to client */ 161 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
160 uint32 last_path_attuned; /* Last spell attunment sent to client */ 162 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
161 uint32 last_path_repelled; /* Last spell repelled sent to client */ 163 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
162 uint32 last_path_denied; /* Last spell denied sent to client */ 164 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
163 living orig_stats; /* Permanent real stats of player */ 165 living ACC (RO, orig_stats); /* Permanent real stats of player */
164 living last_stats; /* Last stats as sent to client */ 166 living ACC (RO, last_stats); /* Last stats as sent to client */
165 float last_speed; /* Last speed as sent to client */ 167 float ACC (RW, last_speed); /* Last speed as sent to client */
166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 168 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
167 int Swap_First; /* First stat player has selected to swap */ 169 int Swap_First; /* First stat player has selected to swap */
168 object_ptr last_used; /* Pointer to object last picked or applied */ 170 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
169 uint32 last_used_id; /* Safety measures to be sure it's the same */ 171 uint32 last_used_id; /* Safety measures to be sure it's the same */
172
173 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
174 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
175 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
176 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
177
178 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
179 /* Note that for dragon players, this is filled in for them */
180 char ACC (RW, title)[BIG_NAME]; /* Default title, like fighter, wizard, etc */
181
182 sint8 levhp[11]; /* What the player gained on that level */
183 sint8 levsp[11]; /* Same for sp */
184 sint8 levgrace[11]; /* And same for grace */
185
186 char ACC (RW, killer)[BIG_NAME]; /* Who killed this player. */
187
188 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
189 char input_buf[MAX_BUF]; /* Holds command to run */
190 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
191
192 time_t ACC (RW, last_save_time);
193 uint32 ACC (RW, last_save_tick);
194 partylist *ACC (RW, party); /* Party this player is part of */
195 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
196 /* but we will have to get password first */
197 /* so we have to remember which party to */
198 /* join */
199 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
200 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
201 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
202 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
203 object_ptr ACC (RW, mark); /* marked object */
204 /* Special DM fields */
205 tag_t *stack_items; /* Item stack for patch/dump/... commands */
206 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
170 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 207 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
171 /* the player can see. For maps smaller than */ 208 /* the player can see. For maps smaller than */
172 /* MAP_CLIENT_.., the upper left is used */ 209 /* 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 */
178
179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
180 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
182
183 sint8 levhp[11]; /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */
186
187 char killer[BIG_NAME]; /* Who killed this player. */
188
189 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
190 char input_buf[MAX_BUF]; /* Holds command to run */
191 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
192
193#ifdef SAVE_INTERVAL
194 time_t last_save_time;
195#endif /* SAVE_INTERVAL */
196#ifdef AUTOSAVE
197 uint32 last_save_tick;
198#endif
199 partylist *party; /* Party this player is part of */
200 partylist *party_to_join; /* used when player wants to join a party */
201 /* but we will have to get password first */
202 /* so we have to remember which party to */
203 /* join */
204 char search_str[MAX_BUF]; /* Item we are looking for */
205 sint16 encumbrance; /* How much our player is encumbered */
206 uint16 outputs_sync; /* How often to print, no matter what */
207 uint16 outputs_count; /* Print if this count is exceeded */
208 object_ptr mark; /* marked object */
209 uint32 mark_count; /* count of mark object */
210 /* Special DM fields */
211 tag_t *stack_items; /* Item stack for patch/dump/... commands */
212 int stack_position; /* Current stack position, 0 for no item */
213}; 210};
214 211
215struct player : zero_initialised, attachable<player>, player_pod 212struct player : zero_initialised, attachable<player>, player_pod
216{ 213{
217 player *next; /* Pointer to next player, NULL if this is last */ 214 player *next; /* Pointer to next player, NULL if this is last */

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