--- deliantra/server/include/player.h 2006/09/19 22:05:55 1.17 +++ deliantra/server/include/player.h 2006/09/20 21:53:50 1.18 @@ -109,10 +109,12 @@ uint32 kills; }; +ACC_CLASS (player) + // memsettable part of player struct player_pod { - object_ptr ob; /* The object representing the player */ + object_ptr ACC (RW, ob); /* The object representing the player */ maptile *loading; /* When entering a map in progress of loading, not really used */ rangetype shoottype; /* Which range-attack is being used by player */ bowtype_t bowtype; /* which firemode? */ @@ -120,96 +122,91 @@ object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ /* That not all are used, it is just nice to map this 1:1 */ /* With the range names */ - uint32 golem_count; /* To track the golem */ + uint32 ACC (RW, golem_count); /* To track the golem */ usekeytype usekeys; /* Method for finding keys for doors */ unapplymode unapply; /* Method for auto unapply */ - uint32 count; /* Any numbers typed before a command */ - uint32 mode; /* Mode of player for pickup. */ + uint32 ACC (RW, count); /* Any numbers typed before a command */ + uint32 ACC (RW, mode); /* Mode of player for pickup. */ - sint8 digestion; /* Any bonuses/penalties to digestion */ - sint8 gen_hp; /* Bonuses to regeneration speed of hp */ - sint8 gen_sp; /* Bonuses to regeneration speed of sp */ - sint8 gen_sp_armour; /* Penalty to sp regen from armour */ - sint8 gen_grace; /* Bonuses to regeneration speed of grace */ - sint16 item_power; /* Total item power of objects equipped */ - uint8 state; /* Input state of the player (name, password, etc */ - uint8 listening; /* Which priority will be used in info_all */ - sint8 last_level; /* Last level we sent to client */ + sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ + sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ + sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ + sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ + sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ + sint16 ACC (RW, item_power); /* Total item power of objects equipped */ + uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ + uint8 ACC (RW, listening); /* Which priority will be used in info_all */ + sint8 ACC (RW, last_level); /* Last level we sent to client */ /* Try to put all the bitfields together - saves some small amount of memory */ - uint32 braced:1; /* Will not move if braced, only attack */ - uint32 tmp_invis:1; /* Will invis go away when we attack ? */ - uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ - uint32 fire_on:1; /* Player should fire object, not move */ - uint32 run_on:1; /* Player should keep moving in dir until run is off */ - uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ - uint32 name_changed:1; /* If true, the player has set a name. */ - uint32 peaceful:1; /* If set, won't attack friendly creatures */ - uint32 hidden:1; /* If True, player (DM) is hidden from view */ - uint32 explore:1; /* if True, player is in explore mode */ - uint32 no_shout:1; /* if True, player is *not* able to use shout command */ + uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ + uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ + uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ + uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ + uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ + uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ + uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ + uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ + uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ + uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ + uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */ object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ - float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */ - float last_weapon_sp; /* if diff than weapon_sp, update client */ - uint16 last_flags; /* fire/run on flags for last tick */ - sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ - sint32 last_weight_limit; /* Last weight limit transmitted to client */ - uint32 last_path_attuned; /* Last spell attunment sent to client */ - uint32 last_path_repelled; /* Last spell repelled sent to client */ - uint32 last_path_denied; /* Last spell denied sent to client */ - living orig_stats; /* Permanent real stats of player */ - living last_stats; /* Last stats as sent to client */ - float last_speed; /* Last speed as sent to client */ + float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ + float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ + uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ + sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ + sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ + uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ + uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ + uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ + living ACC (RO, orig_stats); /* Permanent real stats of player */ + living ACC (RO, last_stats); /* Last stats as sent to client */ + float ACC (RW, last_speed); /* Last speed as sent to client */ sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ int Swap_First; /* First stat player has selected to swap */ - object_ptr last_used; /* Pointer to object last picked or applied */ + object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ uint32 last_used_id; /* Safety measures to be sure it's the same */ - sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ - /* the player can see. For maps smaller than */ - /* MAP_CLIENT_.., the upper left is used */ - sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ - char savebed_map[MAX_BUF]; /* map where player will respawn after death */ - char maplevel[MAX_BUF]; /* On which level is the player? */ - char spellparam[MAX_BUF]; /* What param to add to spells */ + sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ + char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ + char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ + char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ - char own_title[MAX_NAME]; /* Title the player has chosen for themself */ + char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ /* Note that for dragon players, this is filled in for them */ - char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ + char ACC (RW, title)[BIG_NAME]; /* Default title, like fighter, wizard, etc */ sint8 levhp[11]; /* What the player gained on that level */ sint8 levsp[11]; /* Same for sp */ sint8 levgrace[11]; /* And same for grace */ - char killer[BIG_NAME]; /* Who killed this player. */ + char ACC (RW, killer)[BIG_NAME]; /* Who killed this player. */ char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ char input_buf[MAX_BUF]; /* Holds command to run */ - char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ + char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ -#ifdef SAVE_INTERVAL - time_t last_save_time; -#endif /* SAVE_INTERVAL */ -#ifdef AUTOSAVE - uint32 last_save_tick; -#endif - partylist *party; /* Party this player is part of */ - partylist *party_to_join; /* used when player wants to join a party */ + time_t ACC (RW, last_save_time); + uint32 ACC (RW, last_save_tick); + partylist *ACC (RW, party); /* Party this player is part of */ + partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ /* but we will have to get password first */ /* so we have to remember which party to */ /* join */ - char search_str[MAX_BUF]; /* Item we are looking for */ - sint16 encumbrance; /* How much our player is encumbered */ - uint16 outputs_sync; /* How often to print, no matter what */ - uint16 outputs_count; /* Print if this count is exceeded */ - object_ptr mark; /* marked object */ - uint32 mark_count; /* count of mark object */ + char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ + sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ + uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ + uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ + object_ptr ACC (RW, mark); /* marked object */ /* Special DM fields */ tag_t *stack_items; /* Item stack for patch/dump/... commands */ - int stack_position; /* Current stack position, 0 for no item */ + int ACC (RW, stack_position); /* Current stack position, 0 for no item */ + sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ + /* the player can see. For maps smaller than */ + /* MAP_CLIENT_.., the upper left is used */ }; struct player : zero_initialised, attachable, player_pod