1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
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 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
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 | #define NUM_OUTPUT_BUFS 5 |
25 | #define NUM_OUTPUT_BUFS 5 |
26 | struct Output_Buf |
26 | struct Output_Buf |
27 | { |
27 | { |
28 | shstr buf; /* Actual string pointer */ |
28 | shstr buf; /* Actual string pointer */ |
… | |
… | |
132 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
132 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
133 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
133 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
134 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
134 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
135 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
135 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
136 | 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 */ |
137 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
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138 | |
137 | |
139 | /* 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 */ |
140 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
139 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
141 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
140 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
142 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
141 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
… | |
… | |
144 | bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
143 | bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
145 | bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ |
144 | bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ |
146 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
145 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
147 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
146 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
148 | |
147 | |
149 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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150 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
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151 | |
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152 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
148 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
153 | float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ |
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154 | uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ |
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155 | sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ |
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156 | sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ |
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157 | uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ |
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158 | uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ |
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159 | uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ |
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160 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
149 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
161 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
150 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
162 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
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163 | sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ |
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164 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
151 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
165 | |
152 | |
166 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
153 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
167 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
154 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
168 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
155 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
… | |
… | |
179 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
166 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
180 | |
167 | |
181 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
168 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
182 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
169 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
183 | |
170 | |
184 | time_t ACC (RW, last_save_time); |
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185 | uint32 ACC (RW, last_save_tick); |
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186 | partylist *ACC (RW, party); /* Party this player is part of */ |
171 | partylist *ACC (RW, party); /* Party this player is part of */ |
187 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
172 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
188 | /* but we will have to get password first */ |
173 | /* but we will have to get password first */ |
189 | /* so we have to remember which party to */ |
174 | /* so we have to remember which party to */ |
190 | /* join */ |
175 | /* join */ |