196 char new_password[16];
200 time_t last_save_time;
203 uint32_t last_save_tick;
242 #define FIND_PLAYER_PARTIAL_NAME 0x1 243 #define FIND_PLAYER_NO_HIDDEN_DM 0x2 252 #define ADD_PLAYER_NEW 0x1 253 #define ADD_PLAYER_NO_MAP 0x2 254 #define ADD_PLAYER_NO_STATS_ROLL 0x4 Fire north-west whatever the facing direction.
Will unapply whatever is necessary - this goes beyond no choice - if there are multiple ojbect of the...
int16_t gen_hp
Bonuses to regeneration speed of hp.
uint8_t delayed_buffers_allocated
Number of items in delayed_buffers_used.
Use keys in inventory and active containers.
int stack_position
Current stack position, 0 for no item.
living orig_stats
Permanent real stats of player.
int16_t last_sp
Last spell cost.
float last_weapon_sp
if diff than weapon_sp, update client.
uint32_t hidden
If True, player (DM) is hidden from view.
int16_t last_dam
Last damage.
uint32_t last_path_attuned
Last spell attunment sent to client.
void * language_t
Strings that should be manipulated through add_string() and free_string().
uint32_t peaceful
If set, won't attack friendly creatures.
bool(* repeat_cb)(player *, void *data)
object * spell
Spell object this structure is about.
unapplymode
This is used to control what to do when we need to unapply an object before we can apply another one...
uint32_t count
Any numbers typed before a command.
partylist * party
Party this player is part of.
Socket structure, represents a client-server connection.
living last_orig_stats
Last permanent stats sent to client.
uint32_t mode
Mode of player for pickup.
Fire three arrows in a cone.
This stores, for a spell a player knows, the last sp/gr/dam information sent to client.
living applied_stats
Stat changes due to gear or skills.
int swap_first
First stat player has selected to swap.
Attack other players in arena.
Use keys in inventory and active key rings.
Fire three arrows in the same direction.
object * last_exit
Last exit used by player or NULL.
bowtype_t
Bow firing mode.
client_spell * spell_state
Spell information sent to client.
Will not unapply objects automatically.
bool is_criminal(object *op)
Minimum, exclusive, value.
partylist * party_to_join
Used when player wants to join a party but we will have to get password first so we have to remember ...
object * transport
Transport the player is in.
repeat_cb repeat_func
If not NULL, automatically repeat the action repeat_func until interrupted.
rangetype shoottype
Which range-attack is being used by player.
int32_t last_weight_limit
Last weight limit transmitted to client.
party_rejoin_mode
Whether to rejoin party at login or not.
player * next
Pointer to next player, NULL if this is last.
tag_t * stack_items
Item stack for patch/dump/...
uint32_t do_los
If true, need to call update_los() in draw(), and clear.
uint16_t last_item_power
Last value for item_power.
float character_load
Value between 0 and 1 indicating how much the character is overloaded.
usekeytype
How to use keys.
sstring repeat_action
Shared string with textual description of current repeat action (e.g.
Fire south-west whatever the facing direction.
void player_start_repeat(player *pl, const char *action, repeat_cb cb)
Start repeating an action.
void commit_crime(object *op, const char *description)
If party doesn't exist, form it.
int16_t encumbrance
How much our player is encumbered.
int16_t digestion
Any bonuses/penalties to digestion.
tag_t last_examined
Tag of most recently 'examined object.
Information on one title.
int16_t last_golem_hp
Last golem hp value sent to the client.
Fire south-east whatever the facing direction.
uint32_t has_directory
If 0, the player was not yet saved, its directory doesn't exist.
uint32_t last_character_flags
Last character flags (CS_STAT_CHARACTER_FLAGS) sent to client.
socket_struct * socket
Socket information for this player.
uint32_t golem_count
To track the golem.
Try to find an arrow matching the target.
language_t language
The language the player wishes to use.
uint8_t state
Input state of the player (name, password, etc).
object * ob
The object representing the player.
int16_t last_grace
Last grace cost.
uint32_t fire_on
Player should fire object, not move.
uint32_t mark_count
Count of marked object.
uint32_t braced
Will not move if braced, only attack.
float last_speed
Last speed as sent to client.
int32_t last_weight
Last weight as sent to client; -1 means do not send weight.
usekeytype usekeys
Method for finding keys for doors.
int8_t last_level
Last level we sent to client.
float last_character_load
Last value sent to the client.
int16_t bed_y
x,y - coordinates of respawn (savebed).
uint32_t tag_t
Object tag, unique during the whole game.
unapplymode unapply
Method for auto unapply.
uint32_t last_path_denied
Last spell denied sent to client.
int16_t gen_sp_armour
Penalty to sp regen from armour.
uint32_t ticks_played
How many ticks this player has played.
uint8_t listening
Which priority will be used in info_all.
living last_stats
Last stats as sent to client.
#define MAX_BUF
Used for all kinds of things.
Standard mode, one random arrow.
int16_t last_golem_maxhp
Last golem max hp value sent to the client.
Fire north whatever the facing direction.
uint32_t last_path_repelled
Last spell repelled sent to client.
#define MAP_CLIENT_X
This determines the maximum map size the client can request (and thus what the server will send to th...
object * mark
Marked object.
Various statistics of objects.
struct client_spell * next
Next spell information.
Maximum, exclusive, value.
bool is_old_wraith
Whether this player is a "old" wraith, initialized at load time and updated when eating.
uint32_t name_changed
If true, the player has set a name.
int16_t gen_grace
Bonuses to regeneration speed of grace.
Fire south whatever the facing direction.
uint32_t no_shout
if True, player is *not *able to use shout command.
uint16_t last_flags
Fire/run on flags for last tick.
Fire north-east whatever the facing direction.
uint32_t run_on
Player should keep moving in dir until run is off.
bowtype_t bowtype
Which firemode?
rangetype
What range is currently selected by the player.
uint8_t delayed_buffers_used
Used items in delayed_buffers_used.
int16_t gen_sp
Bonuses to regeneration speed of sp.
living last_applied_stats
Last applied stats sent to the client.
void player_cancel_repeat(player *pl)
If the player is repeating an action, cancel it.
Fire west whatever the facing direction.
Will unapply objects when there no choice to unapply.
SockList ** delayed_buffers
Buffers which will be sent after the player's tick completes.
uint32_t tmp_invis
Will invis go away when we attack?
uint32_t partial_commands
If 1, then first letters of a command are enough if no ambiguity in name.
uint32_t has_hit
If set, weapon_sp instead of speed will count.
const char * invis_race
What race invisible to?
const char * unarmed_skill
Prefered skill to use in unarmed combat.
Only use keys in inventory.
#define MAX_SKILLS
This is the maximum number of skills the game may handle.
Contains the base information we use to make up a packet we want to send.
int16_t item_power
Total item power of objects equipped.
petmode_t petmode
Which petmode?
living last_race_stats
Last race stats sent to the client.
bool is_wraith
Whether this player is a wraith or not, initialized at load time.
Fire east whatever the facing direction.
void * repeat_func_data
Arguments to pass into repeat_func.
sstring followed_player
Player the DM is following.
party_rejoin_mode rejoin_party
Whether to rejoin or not party at login.