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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.49 by root, Wed Apr 25 18:47:50 2007 UTC vs.
Revision 1.51 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
23 */ 23 */
24 24
25/* wand/rod/horn rolled into range_misc. They all use the same body location
26 * anyways.
27 */
28enum rangetype
29{
30 range_bottom = -1,
31 range_none = 0,
32 range_bow = 1,
33 range_magic = 2,
34 range_misc = 3,
35 range_golem = 4,
36 range_skill = 5,
37 range_builder = 6,
38 range_size = 7
39};
40
41enum bowtype_t 25enum bowtype_t
42{ 26{
43 bow_normal = 0, 27 bow_normal = 0,
44 bow_threewide = 1, 28 bow_threewide = 1,
45 bow_spreadshot = 2, 29 bow_spreadshot = 2,
46 bow_n = 3, /* must stay at 3 */ 30 bow_n = 3, /* must stay at 3 */
47 bow_ne = 4, 31 bow_ne = 4,
48 bow_e = 5, 32 bow_e = 5,
49 bow_se = 6, 33 bow_se = 6,
50 bow_s = 7, 34 bow_s = 7,
51 bow_sw = 8, 35 bow_sw = 8,
52 bow_w = 9, 36 bow_w = 9,
53 bow_nw = 10, /* must stay at 10 */ 37 bow_nw = 10, /* must stay at 10 */
54 bow_bestarrow = 11 38 bow_bestarrow = 11
55}; 39};
56 40
57enum petmode_t 41enum petmode_t
58{ 42{
59 pet_normal = 0, 43 pet_normal = 0,
60 pet_sad = 1, 44 pet_sad = 1,
61 pet_defend = 2, 45 pet_defend = 2,
62 pet_arena = 3 46 pet_arena = 3,
63}; 47};
64 48
65enum usekeytype 49enum usekeytype
66{ 50{
67 key_inventory = 0, 51 key_inventory = 0,
68 keyrings = 1, 52 keyrings = 1,
69 containers = 2 53 containers = 2,
70}; 54};
71 55
72/* This is used to control what to do when we need to unapply 56/* This is used to control what to do when we need to unapply
73 * an object before we can apply another one. 57 * an object before we can apply another one.
74 */ 58 */
102}; 86};
103 87
104INTERFACE_CLASS (player) 88INTERFACE_CLASS (player)
105struct player : zero_initialised, attachable 89struct player : zero_initialised, attachable
106{ 90{
107 client *ACC (RO, ns); /* Socket information for this player */ 91 client *ACC (RO, ns); /* Socket information for this player */
108 object *ACC (RW, ob); /* The object representing the player */ 92 object *ACC (RW, ob); /* The object representing the player */
109 int ACC (RO, active); 93 int ACC (RO, active);
110 94
111 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
112 bowtype_t ACC (RW, bowtype); /* which firemode? */ 95 bowtype_t ACC (RW, bowtype); /* which firemode? */
113 petmode_t ACC (RW, petmode); /* which petmode? */ 96 petmode_t ACC (RW, petmode); /* which petmode? */
114 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
115 /* That not all are used, it is just nice to map this 1:1 */
116 /* With the range names */
117 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 97 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
118 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 98 unapplymode ACC (RW, unapply); /* Method for auto unapply */
119 uint32 ACC (RW, count); /* Any numbers typed before a command */ 99 uint32 ACC (RW, count); /* Any numbers typed before a command */
120 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 100 uint32 ACC (RW, mode); /* Mode of player for pickup. */
121 101
122 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 102 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
123 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 103 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
124 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 104 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
125 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 105 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
126 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 106 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
127 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 107 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
128 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 108 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
129 109
130 /* Try to put all the bitfields together - saves some small amount of memory */ 110 /* Try to put all the bitfields together - saves some small amount of memory */
131 bool ACC (RW, braced); /* Will not move if braced, only attack */ 111 bool ACC (RW, braced); /* Will not move if braced, only attack */
132 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 112 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
133 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ 113 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
139 119
140 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 120 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
141 living ACC (RO, orig_stats); /* Permanent real stats of player */ 121 living ACC (RO, orig_stats); /* Permanent real stats of player */
142 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 122 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
143 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 123 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
124
125 object_ptr ACC (RW, combat_skill); // which skill to use for direct attacks
126 object_ptr ACC (RW, combat_ob); // which weapon to use
127 object_ptr ACC (RW, ranged_skill); // which skill to use for ranged attacks
128 object_ptr ACC (RW, ranged_ob); // bow/spell
129 object_ptr ACC (RW, golem); // the currently controlled golem
144 130
145 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 131 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
146 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 132 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
147 shstr ACC (RW, maplevel); /* On which level is the player? */ 133 shstr ACC (RW, maplevel); /* On which level is the player? */
148 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 134 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */

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