Difference for include/player.h from version 1.32 to 1.33


version 1.32 version 1.33
Line 1
 
Line 1
 /*  /*
  * static char *rcsid_player_h =   * static char *rcsid_player_h =
  *   "$Id: player.h,v 1.32 2003/07/24 04:21:14 temitchell Exp $";   *   "$Id: player.h,v 1.33 2003/09/13 05:01:34 mwedel Exp $";
  */   */
   
 /*  /*
Line 95
 
Line 95
     sint16 new_x,new_y;     /* After entering a map being loaded */      sint16 new_x,new_y;     /* After entering a map being loaded */
     char savebed_map[MAX_BUF];  /* map where player will respawn after death */      char savebed_map[MAX_BUF];  /* map where player will respawn after death */
     sint16 bed_x, bed_y;     /* x,y - coordinates of respawn (savebed) */      sint16 bed_x, bed_y;     /* x,y - coordinates of respawn (savebed) */
     sint16 known_spells[NROFREALSPELLS]; /* Spells known by the player */  
     uint16 nrofknownspells;    /* Index in the above array */  
     rangetype shoottype;     /* Which range-attack is being used by player */      rangetype shoottype;     /* Which range-attack is being used by player */
     bowtype_t   bowtype;     /* which firemode? */      bowtype_t   bowtype;     /* which firemode? */
     petmode_t   petmode;     /* which petmode? */      petmode_t   petmode;     /* which petmode? */
     object *ranges[range_size];/* object for each range.  Set up in fix player.  Note */      object *ranges[range_size];/* object for each range.  Set up in fix player.  Note */
      /* That not all are used, it is just nice to map this 1:1 */       /* That not all are used, it is just nice to map this 1:1 */
      /* With the range names */       /* With the range names */
       uint32 golem_count;     /* To track the golem */
     usekeytype usekeys;     /* Method for finding keys for doors */      usekeytype usekeys;     /* Method for finding keys for doors */
     unapplymode unapply;     /* Method for auto unapply */      unapplymode unapply;     /* Method for auto unapply */
     sint16 chosen_spell;     /* Type of readied spell */  
     uint32 count;     /* Any numbers typed before a command */      uint32 count;     /* Any numbers typed before a command */
     uint32 mode;     /* Mode of player for pickup. */      uint32 mode;     /* Mode of player for pickup. */
   
Line 123
 
Line 121
     uint32 known_spell:1;     /* True if you know the spell of the wand */      uint32 known_spell:1;     /* True if you know the spell of the wand */
     uint32 braced:1;     /* Will not move if braced, only attack */      uint32 braced:1;     /* Will not move if braced, only attack */
     uint32 tmp_invis:1;     /* Will invis go away when we attack ? */      uint32 tmp_invis:1;     /* Will invis go away when we attack ? */
       char *invis_race;     /* What race invisible to? */
     uint32 do_los:1;     /* If true, need to call update_los() in draw(), and clear */      uint32 do_los:1;     /* If true, need to call update_los() in draw(), and clear */
     uint32 fire_on:1;     /* Player should fire object, not move */      uint32 fire_on:1;     /* Player should fire object, not move */
     uint32 run_on:1;     /* Player should keep moving in dir until run is off */      uint32 run_on:1;     /* Player should keep moving in dir until run is off */
Line 133
 
Line 132
     uint32 explore:1;     /* if True, player is in explore mode */      uint32 explore:1;     /* if True, player is in explore mode */
  uint32  no_shout:1; /* if True, player is *not* able to use shout command */   uint32  no_shout:1; /* if True, player is *not* able to use shout command */
   
     sint32 last_skill_index;   /* this is init from init_player_exp() */      object *last_skill_ob[NUM_SKILLS]; /* the exp object */
     object *last_skill_ob[MAX_EXP_CAT]; /* the exp object */      sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
     sint32 last_skill_exp[MAX_EXP_CAT]; /* shadow register. if != exp. obj update client */  
     sint32 last_skill_level[MAX_EXP_CAT]; /* same for level */  
     sint32 last_skill_id[MAX_EXP_CAT]; /* Thats the CS_STATS_ id for client STATS cmd*/  
   
   
     float weapon_sp;     /* Penalties to speed when fighting w speed >ws/10*/      float weapon_sp;     /* Penalties to speed when fighting w speed >ws/10*/
     float last_weapon_sp;     /* if diff than weapon_sp, update client */      float last_weapon_sp;     /* if diff than weapon_sp, update client */
     uint16 last_flags;     /* fire/run on flags for last tick */      uint16 last_flags;     /* fire/run on flags for last tick */
     uint32 last_weight_limit;  /* Last weight limit transmitted to client */      uint32 last_weight_limit;  /* Last weight limit transmitted to client */
     object *golem;     /* Which golem is controlled */  
     uint32 golem_count;     /* To track the golem */  
     living orig_stats;     /* Permanent real stats of player */      living orig_stats;     /* Permanent real stats of player */
     living last_stats;     /* Last stats as sent to client */      living last_stats;     /* Last stats as sent to client */
     float last_speed;     /* Last speed as sent to client */      float last_speed;     /* Last speed as sent to client */


Legend:
line(s) removed in v.1.32 
line(s) changed
 line(s) added in v.1.33

File made using version 1.98 of cvs2html by leaf at 2011-07-21 19:27