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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.27 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.30 by root, Thu Dec 21 23:37:05 2006 UTC

1
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
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 130 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 131 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 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 */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 133 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 134 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
137 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 */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 136 sint8 ACC (RW, last_level); /* Last level we sent to client */
139 137
140 /* 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 */
141 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 */
146 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 */
147 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. */
148 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 */
149 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 */
150 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 */
151 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
152 149
153 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
154 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 */
155 152
156 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 */
208}; 205};
209 206
210struct player : zero_initialised, attachable<player>, player_pod 207struct player : zero_initialised, attachable<player>, player_pod
211{ 208{
212 player *next; /* Pointer to next player, NULL if this is last */ 209 player *next; /* Pointer to next player, NULL if this is last */
213 client *ACC (RO, socket); /* Socket information for this player */ 210 client *ACC (RO, ns); /* Socket information for this player */
214 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 211 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
215 shstr invis_race; /* What race invisible to? */ 212 shstr invis_race; /* What race invisible to? */
216 213
217 void clear () 214 void clear ()
218 { 215 {

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