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Comparing deliantra/server/include/player.h (file contents):
Revision 1.95 by root, Thu Nov 5 15:57:16 2009 UTC vs.
Revision 1.99 by root, Thu Nov 19 04:30:46 2009 UTC

88 sint64 ACC (RW, total_exp); 88 sint64 ACC (RW, total_exp);
89 uint32 ACC (RW, kills); 89 uint32 ACC (RW, kills);
90}; 90};
91 91
92// used for pet monster logic etc. 92// used for pet monster logic etc.
93static bool 93static inline bool
94same_party (partylist *a, partylist *b) 94same_party (partylist *a, partylist *b)
95{ 95{
96 return a == b && a; 96 return a == b && a;
97} 97}
98 98
154 sint8 ACC (RW, levsp[11]); /* Same for sp */ 154 sint8 ACC (RW, levsp[11]); /* Same for sp */
155 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 155 sint8 ACC (RW, levgrace[11]); /* And same for grace */
156 156
157 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ 157 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
158 158
159 float speed_left_save; // spee doptimisation, see process_players[12]
159 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 160 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
160 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 161 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
161 162
162 partylist *ACC (RW, party); /* Party this player is part of */ 163 partylist *ACC (RW, party); /* Party this player is part of */
163 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 164 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
164 /* but we will have to get password first */ 165 /* but we will have to get password first */
165 /* so we have to remember which party to */ 166 /* so we have to remember which party to */
166 /* join */ 167 /* join */
167 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 168 char ACC (RW, search_str)[256]; /* Item we are looking for */
168 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 169 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
169 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ 170 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
170 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 171 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
171 object_ptr ACC (RW, mark); /* marked object */ 172 object_ptr ACC (RW, mark); /* marked object */
172 /* Special DM fields */ 173 /* Special DM fields */
176 /* the player can see. For maps smaller than */ 177 /* the player can see. For maps smaller than */
177 /* MAP_CLIENT_.., the center is used */ 178 /* MAP_CLIENT_.., the center is used */
178 179
179//-GPL 180//-GPL
180 181
182 // stats updates are very costly, so delay them if at all possible
183 bool ACC (RW, delayed_update);
184 void queue_stats_update ()
185 {
186 delayed_update = true;
187 }
188 void need_updated_stats ()
189 {
190 if (delayed_update)
191 ob->update_stats ();
192 }
193
181 // return the los value for the given coordinate 194 // return the los value for the given coordinate
182 MTH sint8 blocked_los (int dx, int dy) const 195 MTH sint8 blocked_los (int dx, int dy) const
183 { 196 {
184 dx += LOS_X0; 197 dx += LOS_X0;
185 dy += LOS_Y0; 198 dy += LOS_Y0;
260 273
261 // a prominent box that signifies some error such as a failed 274 // a prominent box that signifies some error such as a failed
262 // improvement potion. should not be long. 275 // improvement potion. should not be long.
263 MTH void failmsg (const char *msg, int color = NDI_RED); 276 MTH void failmsg (const char *msg, int color = NDI_RED);
264 277
278 MTH void update_spells () const
279 {
280 if (ns)
281 ns->update_spells = true;
282 }
283
265 ~player (); 284 ~player ();
266 285
267private: 286private:
268 void set_object (object *op); 287 void set_object (object *op);
269 player (); 288 player ();

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