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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.38 by root, Sun Dec 31 10:28:36 2006 UTC vs.
Revision 1.41 by root, Thu Jan 4 00:08:07 2007 UTC

114struct player : zero_initialised, attachable 114struct player : zero_initialised, attachable
115{ 115{
116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ 116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
117 client_ptr ACC (RO, ns); /* Socket information for this player */ 117 client_ptr ACC (RO, ns); /* Socket information for this player */
118 object_ptr ACC (RW, ob); /* The object representing the player */ 118 object_ptr ACC (RW, ob); /* The object representing the player */
119 maptile *loading; /* When entering a map in progress of loading, not really used */
120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ 119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
121 bowtype_t ACC (RW, bowtype); /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t ACC (RW, petmode); /* which petmode? */ 121 petmode_t ACC (RW, petmode); /* which petmode? */
123 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ 122 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
124 /* 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 */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 137 sint8 ACC (RW, last_level); /* Last level we sent to client */
139 138
140 /* Try to put all the bitfields together - saves some small amount of memory */ 139 /* Try to put all the bitfields together - saves some small amount of memory */
141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 140 bool ACC (RO, braced); /* Will not move if braced, only attack */
142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 141 bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */
143 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ 142 bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */
144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 143 bool ACC (RO, fire_on); /* Player should fire object, not move */
145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 144 bool ACC (RO, run_on); /* Player should keep moving in dir until run is off */
146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ 145 bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */
147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 146 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
148 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 147 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */
149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 148 bool ACC (RO, explore); /* if True, player is in explore mode */
150 149
151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
152 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 */
153 152
154 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 */
164 float ACC (RW, last_speed); /* Last speed as sent to client */ 163 float ACC (RW, last_speed); /* Last speed as sent to client */
165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ 164 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
166 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 165 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
167 166
168 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
169 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 168 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 169 shstr ACC (RW, maplevel); /* On which level is the player? */
171 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
172 171
173 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 172 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
174 /* Note that for dragon players, this is filled in for them */ 173 /* Note that for dragon players, this is filled in for them */
175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */

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