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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.54 by root, Sun May 13 15:13:57 2007 UTC vs.
Revision 1.57 by root, Fri May 18 19:46:22 2007 UTC

83 83
84 sint64 ACC (RW, total_exp); 84 sint64 ACC (RW, total_exp);
85 uint32 ACC (RW, kills); 85 uint32 ACC (RW, kills);
86}; 86};
87 87
88// used for pet monster logic etc.
89static bool
90same_party (partylist *a, partylist *b)
91{
92 return a == b && a;
93}
94
88INTERFACE_CLASS (player) 95INTERFACE_CLASS (player)
89struct player : zero_initialised, attachable 96struct player : zero_initialised, attachable
90{ 97{
91 client *ACC (RO, ns); /* Socket information for this player */ 98 client *ACC (RO, ns); /* Socket information for this player */
92 object *ACC (RW, ob); /* The object representing the player */ 99 object *ACC (RW, ob); /* The object representing the player */
111 bool ACC (RW, braced); /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
112 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
113 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ 120 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
114 bool ACC (RW, fire_on); /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
115 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ 122 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
116 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
117 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
118 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
119 125
120 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
121 living ACC (RO, orig_stats); /* Permanent real stats of player */ 128 living ACC (RO, orig_stats); /* Permanent real stats of player */
122 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
123 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 130 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
124 131
125 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
161 /* the player can see. For maps smaller than */ 168 /* the player can see. For maps smaller than */
162 /* MAP_CLIENT_.., the upper left is used */ 169 /* MAP_CLIENT_.., the upper left is used */
163 170
164 shstr ACC (RW, invis_race); /* What race invisible to? */ 171 shstr ACC (RW, invis_race); /* What race invisible to? */
165 172
166 MTH float weapon_speed () const;
167
168 MTH static player *create (); 173 MTH static player *create ();
169 174
170 static player *load_pl (object_thawer &thawer); 175 static player *load_pl (object_thawer &thawer);
171 MTH static player *load_pl (const char *path); 176 MTH static player *load_pl (const char *path);
172 177

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