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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.12 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.14 by root, Tue Sep 5 18:59:18 2006 UTC

20 20
21 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
22*/ 22*/
23 23
24#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
25typedef struct { 25struct Output_Buf {
26 shstr buf; /* Actual string pointer */ 26 shstr buf; /* Actual string pointer */
27 uint32 first_update; /* First time this message was stored */ 27 uint32 first_update; /* First time this message was stored */
28 uint16 count; /* How many times we got this message */ 28 uint16 count; /* How many times we got this message */
29} Output_Buf; 29};
30
31 30
32/* wand/rod/horn rolled into range_misc. They all use the same body location 31/* wand/rod/horn rolled into range_misc. They all use the same body location
33 * anyways. 32 * anyways.
34 */ 33 */
35enum rangetype { 34enum rangetype {
129 sint8 last_level; /* Last level we sent to client */ 128 sint8 last_level; /* Last level we sent to client */
130 129
131 /* Try to put all the bitfields together - saves some small amount of memory */ 130 /* Try to put all the bitfields together - saves some small amount of memory */
132 uint32 braced:1; /* Will not move if braced, only attack */ 131 uint32 braced:1; /* Will not move if braced, only attack */
133 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
134 shstr invis_race; /* What race invisible to? */
135 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 133 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
136 uint32 fire_on:1; /* Player should fire object, not move */ 134 uint32 fire_on:1; /* Player should fire object, not move */
137 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 135 uint32 run_on:1; /* Player should keep moving in dir until run is off */
138 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 136 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
139 uint32 name_changed:1; /* If true, the player has set a name. */ 137 uint32 name_changed:1; /* If true, the player has set a name. */
195 /* but we will have to get password first */ 193 /* but we will have to get password first */
196 /* so we have to remember which party to */ 194 /* so we have to remember which party to */
197 /* join */ 195 /* join */
198 char search_str[MAX_BUF]; /* Item we are looking for */ 196 char search_str[MAX_BUF]; /* Item we are looking for */
199 sint16 encumbrance; /* How much our player is encumbered */ 197 sint16 encumbrance; /* How much our player is encumbered */
200 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
201 uint16 outputs_sync; /* How often to print, no matter what */ 198 uint16 outputs_sync; /* How often to print, no matter what */
202 uint16 outputs_count; /* Print if this count is exceeded */ 199 uint16 outputs_count; /* Print if this count is exceeded */
203 object *mark; /* marked object */ 200 object *mark; /* marked object */
204 uint32 mark_count; /* count of mark object */ 201 uint32 mark_count; /* count of mark object */
205 /* Special DM fields */ 202 /* Special DM fields */
209 206
210typedef struct pl : zero_initialised, attachable<struct pl>, player_pod 207typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
211{ 208{
212 struct pl *next; /* Pointer to next player, NULL if this is last */ 209 struct pl *next; /* Pointer to next player, NULL if this is last */
213 NewSocket socket; /* Socket information for this player */ 210 NewSocket socket; /* Socket information for this player */
211 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
212 shstr invis_race; /* What race invisible to? */
213
214 void clear ()
215 {
216 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod));
217 attachable_clear ();
218 invis_race = 0;
219
220 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
221 outputs[i].buf = 0;
222 }
214} player; 223} player;
215 224
225

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