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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 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.2 by root, Tue Apr 18 16:54:19 2006 UTC

1/* 1/*
2 * static char *rcsid_player_h = 2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.1 2006/02/03 07:12:50 root Exp $"; 3 * "$Id: player.h,v 1.2 2006/04/18 16:54:19 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
106 uint32 kills; 106 uint32 kills;
107} partylist; 107} partylist;
108 108
109typedef struct pl { 109typedef struct pl {
110 struct pl *next; /* Pointer to next player, NULL if this is last */ 110 struct pl *next; /* Pointer to next player, NULL if this is last */
111 object *ob; /* The object representing the player */
111 NewSocket socket; /* Socket information for this player */ 112 NewSocket socket; /* Socket information for this player */
112 char maplevel[MAX_BUF]; /* On which level is the player? */
113 struct mapdef *loading; /* When entering a map in progress of loading, not really used */ 113 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 */ 114 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? */ 115 bowtype_t bowtype; /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 116 petmode_t petmode; /* which petmode? */
120 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 117 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 */ 118 /* That not all are used, it is just nice to map this 1:1 */
122 /* With the range names */ 119 /* With the range names */
137 sint8 last_level; /* Last level we sent to client */ 134 sint8 last_level; /* Last level we sent to client */
138 135
139 /* Try to put all the bitfields together - saves some small amount of memory */ 136 /* Try to put all the bitfields together - saves some small amount of memory */
140 uint32 braced:1; /* Will not move if braced, only attack */ 137 uint32 braced:1; /* Will not move if braced, only attack */
141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 138 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
142 const char *invis_race;/* What race invisible to? */ 139 const char *invis_race; /* What race invisible to? */
143 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 140 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
144 uint32 fire_on:1; /* Player should fire object, not move */ 141 uint32 fire_on:1; /* Player should fire object, not move */
145 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 142 uint32 run_on:1; /* Player should keep moving in dir until run is off */
146 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 143 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
147 uint32 name_changed:1; /* If true, the player has set a name. */ 144 uint32 name_changed:1; /* If true, the player has set a name. */
164 living orig_stats; /* Permanent real stats of player */ 161 living orig_stats; /* Permanent real stats of player */
165 living last_stats; /* Last stats as sent to client */ 162 living last_stats; /* Last stats as sent to client */
166 float last_speed; /* Last speed as sent to client */ 163 float last_speed; /* Last speed as sent to client */
167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
168 int Swap_First; /* First stat player has selected to swap */ 165 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 */ 166 object *last_used; /* Pointer to object last picked or applied */
171 uint32 last_used_id; /* Safety measures to be sure it's the same */ 167 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 */ 168 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
173 /* the player can see. For maps smaller than */ 169 /* the player can see. For maps smaller than */
174 /* MAP_CLIENT_.., the upper left is used */ 170 /* MAP_CLIENT_.., the upper left is used */
171
172 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
173 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
174 char maplevel[MAX_BUF]; /* On which level is the player? */
175 char spellparam[MAX_BUF]; /* What param to add to spells */
175 176
176 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 177 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
177 /* Note that for dragon players, this is filled in for them */ 178 /* Note that for dragon players, this is filled in for them */
178 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 179 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
179 180
204 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 205 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
205 uint16 outputs_sync; /* How often to print, no matter what */ 206 uint16 outputs_sync; /* How often to print, no matter what */
206 uint16 outputs_count; /* Print if this count is exceeded */ 207 uint16 outputs_count; /* Print if this count is exceeded */
207 object *mark; /* marked object */ 208 object *mark; /* marked object */
208 uint32 mark_count; /* count of mark object */ 209 uint32 mark_count; /* count of mark object */
210 object *transport; /* transport the player is in */
209 /* Special DM fields */ 211 /* Special DM fields */
210 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 212 tag_t* stack_items; /* Item stack for patch/dump/... commands */
211 int stack_position; /* Current stack position, 0 for no item */ 213 int stack_position; /* Current stack position, 0 for no item */
212} player; 214} player;

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