1 | |
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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 |
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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 |
26 | struct Output_Buf |
25 | struct Output_Buf |
27 | { |
26 | { |
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118 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
117 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
119 | rangetype shoottype; /* Which range-attack is being used by player */ |
118 | rangetype shoottype; /* Which range-attack is being used by player */ |
120 | bowtype_t bowtype; /* which firemode? */ |
119 | bowtype_t bowtype; /* which firemode? */ |
121 | petmode_t petmode; /* which petmode? */ |
120 | petmode_t petmode; /* which petmode? */ |
122 | object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
121 | object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
123 | /* That not all are used, it is just nice to map this 1:1 */ |
122 | /* That not all are used, it is just nice to map this 1:1 */ |
124 | /* With the range names */ |
123 | /* With the range names */ |
125 | uint32 ACC (RW, golem_count); /* To track the golem */ |
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126 | usekeytype usekeys; /* Method for finding keys for doors */ |
124 | usekeytype usekeys; /* Method for finding keys for doors */ |
127 | unapplymode unapply; /* Method for auto unapply */ |
125 | unapplymode unapply; /* Method for auto unapply */ |
128 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
126 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
129 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
127 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
130 | |
128 | |
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132 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
130 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
133 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
131 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
134 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
132 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
135 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
133 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
136 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
134 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
137 | uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ |
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138 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
135 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
139 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
136 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
140 | |
137 | |
141 | /* Try to put all the bitfields together - saves some small amount of memory */ |
138 | /* Try to put all the bitfields together - saves some small amount of memory */ |
142 | uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ |
139 | uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ |
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147 | uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ |
144 | uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ |
148 | uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ |
145 | uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ |
149 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
146 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
150 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
147 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
151 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
148 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
152 | uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */ |
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153 | |
149 | |
154 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
150 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
155 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
151 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
156 | |
152 | |
157 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
153 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
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166 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
162 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
167 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
163 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
168 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
164 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
169 | int Swap_First; /* First stat player has selected to swap */ |
165 | int Swap_First; /* First stat player has selected to swap */ |
170 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
166 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
171 | uint32 last_used_id; /* Safety measures to be sure it's the same */ |
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172 | |
167 | |
173 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
168 | 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 */ |
169 | 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? */ |
170 | 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 */ |
171 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
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210 | }; |
205 | }; |
211 | |
206 | |
212 | struct player : zero_initialised, attachable<player>, player_pod |
207 | struct player : zero_initialised, attachable<player>, player_pod |
213 | { |
208 | { |
214 | player *next; /* Pointer to next player, NULL if this is last */ |
209 | player *next; /* Pointer to next player, NULL if this is last */ |
215 | NewSocket socket; /* Socket information for this player */ |
210 | client *ACC (RO, ns); /* Socket information for this player */ |
216 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
211 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
217 | shstr invis_race; /* What race invisible to? */ |
212 | shstr invis_race; /* What race invisible to? */ |
218 | |
213 | |
219 | void clear () |
214 | void clear () |
220 | { |
215 | { |