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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.33 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.34 by root, Sat Dec 23 15:49:40 2006 UTC

115{ 115{
116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ 116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
117 client *ACC (RO, ns); /* Socket information for this player */ 117 client *ACC (RO, ns); /* Socket information for this player */
118 object_ptr ACC (RW, ob); /* The object representing the player */ 118 object_ptr ACC (RW, ob); /* The object representing the player */
119 maptile *loading; /* When entering a map in progress of loading, not really used */ 119 maptile *loading; /* When entering a map in progress of loading, not really used */
120 rangetype shoottype; /* Which range-attack is being used by player */ 120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
121 bowtype_t bowtype; /* which firemode? */ 121 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t petmode; /* which petmode? */ 122 petmode_t ACC (RW, petmode); /* which petmode? */
123 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ 123 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
124 /* That not all are used, it is just nice to map this 1:1 */ 124 /* That not all are used, it is just nice to map this 1:1 */
125 /* With the range names */ 125 /* With the range names */
126 usekeytype usekeys; /* Method for finding keys for doors */ 126 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
127 unapplymode unapply; /* Method for auto unapply */ 127 unapplymode ACC (RW, unapply); /* Method for auto unapply */
128 uint32 ACC (RW, count); /* Any numbers typed before a command */ 128 uint32 ACC (RW, count); /* Any numbers typed before a command */
129 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 129 uint32 ACC (RW, mode); /* Mode of player for pickup. */
130 130
131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ 160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ 161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
162 living ACC (RO, orig_stats); /* Permanent real stats of player */ 162 living ACC (RO, orig_stats); /* Permanent real stats of player */
163 living ACC (RO, last_stats); /* Last stats as sent to client */ 163 living ACC (RO, last_stats); /* Last stats as sent to client */
164 float ACC (RW, last_speed); /* Last speed as sent to client */ 164 float ACC (RW, last_speed); /* Last speed as sent to client */
165 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
166 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 166 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
167 167
168 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 168 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
169 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 169 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
172 172
173 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 173 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
174 /* Note that for dragon players, this is filled in for them */ 174 /* Note that for dragon players, this is filled in for them */
175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
176 176
177 sint8 levhp[11]; /* What the player gained on that level */ 177 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
178 sint8 levsp[11]; /* Same for sp */ 178 sint8 ACC (RW, levsp[11]); /* Same for sp */
179 sint8 levgrace[11]; /* And same for grace */ 179 sint8 ACC (RW, levgrace[11]); /* And same for grace */
180 180
181 char ACC (RW, killer)[64]; /* Who killed this player. */ 181 char ACC (RW, killer)[64]; /* Who killed this player. */
182 182
183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
184 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 184 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */

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