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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.43 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.44 by root, Mon Jan 8 18:18:35 2007 UTC

132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 ACC (RW, last_level); /* Last level we sent to client */
138 137
139 /* Try to put all the bitfields together - saves some small amount of memory */ 138 /* Try to put all the bitfields together - saves some small amount of memory */
140 bool ACC (RW, braced); /* Will not move if braced, only attack */ 139 bool ACC (RW, braced); /* Will not move if braced, only attack */
141 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 140 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
142 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ 141 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
144 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ 143 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
145 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ 144 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
146 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 145 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
147 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 146 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
148 147
149 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
150 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
151
152 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 148 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
153 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
154 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
155 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
156 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
157 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
158 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
159 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
160 living ACC (RO, orig_stats); /* Permanent real stats of player */ 149 living ACC (RO, orig_stats); /* Permanent real stats of player */
161 living ACC (RO, last_stats); /* Last stats as sent to client */ 150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
162 float ACC (RW, last_speed); /* Last speed as sent to client */
163 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
164 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 151 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
165 152
166 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 153 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
167 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 154 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
168 shstr ACC (RW, maplevel); /* On which level is the player? */ 155 shstr ACC (RW, maplevel); /* On which level is the player? */
179 char ACC (RW, killer)[64]; /* Who killed this player. */ 166 char ACC (RW, killer)[64]; /* Who killed this player. */
180 167
181 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 168 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
182 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 169 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
183 170
184 time_t ACC (RW, last_save_time);
185 uint32 ACC (RW, last_save_tick);
186 partylist *ACC (RW, party); /* Party this player is part of */ 171 partylist *ACC (RW, party); /* Party this player is part of */
187 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 172 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
188 /* but we will have to get password first */ 173 /* but we will have to get password first */
189 /* so we have to remember which party to */ 174 /* so we have to remember which party to */
190 /* join */ 175 /* join */

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