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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.39 by root, Sun Dec 31 21:02:04 2006 UTC vs.
Revision 1.42 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
114struct player : zero_initialised, attachable 115struct player : zero_initialised, attachable
115{ 116{
116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ 117 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
117 client_ptr ACC (RO, ns); /* Socket information for this player */ 118 client_ptr ACC (RO, ns); /* Socket information for this player */
118 object_ptr ACC (RW, ob); /* The object representing the player */ 119 object_ptr ACC (RW, ob); /* The object representing the player */
119 maptile *loading; /* When entering a map in progress of loading, not really used */
120 rangetype ACC (RW, 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 ACC (RW, bowtype); /* which firemode? */ 121 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t ACC (RW, petmode); /* which petmode? */ 122 petmode_t ACC (RW, petmode); /* which petmode? */
123 object_ptr ACC (RW, 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 */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 138 sint8 ACC (RW, last_level); /* Last level we sent to client */
139 139
140 /* Try to put all the bitfields together - saves some small amount of memory */ 140 /* Try to put all the bitfields together - saves some small amount of memory */
141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 141 bool ACC (RO, braced); /* Will not move if braced, only attack */
142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 142 bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */
143 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ 143 bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */
144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 144 bool ACC (RO, fire_on); /* Player should fire object, not move */
145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 145 bool ACC (RO, run_on); /* Player should keep moving in dir until run is off */
146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ 146 bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */
147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 147 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
148 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 148 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */
149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 149 bool ACC (RO, explore); /* if True, player is in explore mode */
150 150
151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
153 153
154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */

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