… | |
… | |
118 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
118 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
119 | rangetype shoottype; /* Which range-attack is being used by player */ |
119 | rangetype shoottype; /* Which range-attack is being used by player */ |
120 | bowtype_t bowtype; /* which firemode? */ |
120 | bowtype_t bowtype; /* which firemode? */ |
121 | petmode_t petmode; /* which petmode? */ |
121 | petmode_t petmode; /* which petmode? */ |
122 | object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
122 | object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
123 | /* That not all are used, it is just nice to map this 1:1 */ |
123 | /* That not all are used, it is just nice to map this 1:1 */ |
124 | /* With the range names */ |
124 | /* With the range names */ |
125 | uint32 ACC (RW, golem_count); /* To track the golem */ |
|
|
126 | usekeytype usekeys; /* Method for finding keys for doors */ |
125 | usekeytype usekeys; /* Method for finding keys for doors */ |
127 | unapplymode unapply; /* Method for auto unapply */ |
126 | unapplymode unapply; /* Method for auto unapply */ |
128 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
127 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
129 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
128 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
130 | |
129 | |
… | |
… | |
166 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
165 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
167 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
166 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
168 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
167 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
169 | int Swap_First; /* First stat player has selected to swap */ |
168 | int Swap_First; /* First stat player has selected to swap */ |
170 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
169 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
171 | uint32 last_used_id; /* Safety measures to be sure it's the same */ |
|
|
172 | |
170 | |
173 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
171 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
174 | char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ |
172 | char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ |
175 | char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ |
173 | char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ |
176 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
174 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
… | |
… | |
210 | }; |
208 | }; |
211 | |
209 | |
212 | struct player : zero_initialised, attachable<player>, player_pod |
210 | struct player : zero_initialised, attachable<player>, player_pod |
213 | { |
211 | { |
214 | player *next; /* Pointer to next player, NULL if this is last */ |
212 | player *next; /* Pointer to next player, NULL if this is last */ |
215 | NewSocket socket; /* Socket information for this player */ |
213 | client_socket socket; /* Socket information for this player */ |
216 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
214 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
217 | shstr invis_race; /* What race invisible to? */ |
215 | shstr invis_race; /* What race invisible to? */ |
218 | |
216 | |
219 | void clear () |
217 | void clear () |
220 | { |
218 | { |