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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.10 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.11 by root, Sun Sep 3 00:18:41 2006 UTC

1/*
2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.10 2006/08/29 08:01:36 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22*/
28 23
29#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
30typedef struct { 25typedef struct {
31 const char *buf; /* Actual string pointer */ 26 shstr buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */ 27 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */ 28 uint16 count; /* How many times we got this message */
34} Output_Buf; 29} Output_Buf;
35 30
36 31
105 sint64 total_exp; 100 sint64 total_exp;
106 uint32 kills; 101 uint32 kills;
107} partylist; 102} partylist;
108 103
109// memsettable part of player 104// memsettable part of player
110struct player_memset 105struct player_memset : zero_initialised
111{ 106{
112 object *ob; /* The object representing the player */ 107 object *ob; /* The object representing the player */
113 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 108 mapstruct *loading; /* When entering a map in progress of loading, not really used */
114 rangetype shoottype; /* Which range-attack is being used by player */ 109 rangetype shoottype; /* Which range-attack is being used by player */
115 bowtype_t bowtype; /* which firemode? */ 110 bowtype_t bowtype; /* which firemode? */
134 sint8 last_level; /* Last level we sent to client */ 129 sint8 last_level; /* Last level we sent to client */
135 130
136 /* Try to put all the bitfields together - saves some small amount of memory */ 131 /* Try to put all the bitfields together - saves some small amount of memory */
137 uint32 braced:1; /* Will not move if braced, only attack */ 132 uint32 braced:1; /* Will not move if braced, only attack */
138 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 133 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
139 const char *invis_race; /* What race invisible to? */ 134 shstr invis_race; /* What race invisible to? */
140 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 135 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
141 uint32 fire_on:1; /* Player should fire object, not move */ 136 uint32 fire_on:1; /* Player should fire object, not move */
142 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 137 uint32 run_on:1; /* Player should keep moving in dir until run is off */
143 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 138 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
144 uint32 name_changed:1; /* If true, the player has set a name. */ 139 uint32 name_changed:1; /* If true, the player has set a name. */

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