version 1.32 | | version 1.33 |
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/* | | /* |
* 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 $"; |
*/ | | */ |
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/* | | /* |
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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. */ |
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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 */ |
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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 */ |
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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*/ | | |
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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 */ |