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/cvs/deliantra/server/include/player.h
Revision: 1.103
Committed: Fri Mar 26 00:59:21 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.102: +3 -2 lines
Log Message:
remove bogus 2007 copyright that was added wrongly by the script, update to affero license

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.74 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.45 *
4 root 1.101 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.103 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.45 *
8 root 1.92 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.45 *
13 root 1.64 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.45 *
18 root 1.92 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.59 *
22 root 1.74 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.45 */
24 root 1.103
25 root 1.93 #ifndef PLAYER_H_
26     #define PLAYER_H_
27 root 1.1
28 root 1.95 //+GPL
29    
30 root 1.16 enum bowtype_t
31     {
32 root 1.50 bow_normal = 0,
33     bow_threewide = 1,
34 root 1.16 bow_spreadshot = 2,
35 root 1.50 bow_n = 3, /* must stay at 3 */
36 root 1.16 bow_ne = 4,
37 root 1.50 bow_e = 5,
38 root 1.16 bow_se = 6,
39 root 1.50 bow_s = 7,
40 root 1.16 bow_sw = 8,
41 root 1.50 bow_w = 9,
42 root 1.16 bow_nw = 10, /* must stay at 10 */
43     bow_bestarrow = 11
44     };
45    
46     enum petmode_t
47     {
48     pet_normal = 0,
49 root 1.50 pet_sad = 1,
50 root 1.16 pet_defend = 2,
51 root 1.50 pet_arena = 3,
52 root 1.16 };
53    
54     enum usekeytype
55     {
56     key_inventory = 0,
57 root 1.50 keyrings = 1,
58     containers = 2,
59 root 1.16 };
60 root 1.1
61     /* This is used to control what to do when we need to unapply
62     * an object before we can apply another one.
63     */
64 root 1.16 enum unapplymode
65     {
66     unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
67     unapply_never = 1, /* will not unapply objects automatically */
68     unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
69     /* no choice - if there are multiple ojbect of the same type */
70     /* that need to be unapplied, there is no way for the player */
71     /* to control which of these will be unapplied. */
72     };
73    
74     /* not really the player, but tied pretty closely */
75 root 1.38 INTERFACE_CLASS (partylist)
76 root 1.16 struct partylist
77     {
78 root 1.101 utf8_string ACC (RW, partyleader);
79 root 1.38 char ACC (RW, passwd)[9];
80     partylist *ACC (RW, next);
81 root 1.101 utf8_string ACC (RW, partyname);
82 root 1.1
83 root 1.16 struct party_kill
84     {
85     char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
86     sint64 exp;
87     } party_kills[PARTY_KILL_LOG];
88 root 1.38
89     sint64 ACC (RW, total_exp);
90     uint32 ACC (RW, kills);
91 root 1.16 };
92 root 1.1
93 root 1.55 // used for pet monster logic etc.
94 root 1.96 static inline bool
95 root 1.55 same_party (partylist *a, partylist *b)
96     {
97     return a == b && a;
98     }
99    
100 root 1.35 INTERFACE_CLASS (player)
101     struct player : zero_initialised, attachable
102 root 1.6 {
103 root 1.67 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
104     object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
105 root 1.62 object_vector_index ACC (RO, active);
106 root 1.43
107 root 1.51 bowtype_t ACC (RW, bowtype); /* which firemode? */
108     petmode_t ACC (RW, petmode); /* which petmode? */
109     usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
110     unapplymode ACC (RW, unapply); /* Method for auto unapply */
111     uint32 ACC (RW, count); /* Any numbers typed before a command */
112     uint32 ACC (RW, mode); /* Mode of player for pickup. */
113    
114 root 1.91 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
115     int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
116     int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
117     int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
118     int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
119     int ACC (RW, item_power); /* Total item power of objects equipped */
120 root 1.82 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
121     uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
122 root 1.16
123     /* Try to put all the bitfields together - saves some small amount of memory */
124 root 1.43 bool ACC (RW, braced); /* Will not move if braced, only attack */
125     bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
126     bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
127     bool ACC (RW, fire_on); /* Player should fire object, not move */
128     bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
129     bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
130     bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
131 root 1.76 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
132 root 1.16
133 root 1.18 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
134 root 1.57 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
135 root 1.18 living ACC (RO, orig_stats); /* Permanent real stats of player */
136 root 1.44 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
137 root 1.18 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
138 root 1.16
139 root 1.53 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
140     object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
141 root 1.51 object_ptr ACC (RW, golem); // the currently controlled golem
142 root 1.94 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
143     object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
144 root 1.51
145 root 1.18 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
146 root 1.39 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
147     shstr ACC (RW, maplevel); /* On which level is the player? */
148 root 1.18 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
149 root 1.16
150 root 1.18 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
151 root 1.16 /* Note that for dragon players, this is filled in for them */
152 root 1.19 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
153 root 1.16
154 root 1.34 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
155     sint8 ACC (RW, levsp[11]); /* Same for sp */
156     sint8 ACC (RW, levgrace[11]); /* And same for grace */
157 root 1.16
158 root 1.77 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
159 root 1.16
160 root 1.99 float speed_left_save; // spee doptimisation, see process_players[12]
161     char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
162 root 1.18 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
163 root 1.1
164 root 1.18 partylist *ACC (RW, party); /* Party this player is part of */
165     partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
166 root 1.16 /* but we will have to get password first */
167     /* so we have to remember which party to */
168     /* join */
169 root 1.98 char ACC (RW, search_str)[256]; /* Item we are looking for */
170 root 1.18 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
171     uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
172     uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
173     object_ptr ACC (RW, mark); /* marked object */
174 root 1.16 /* Special DM fields */
175     tag_t *stack_items; /* Item stack for patch/dump/... commands */
176 root 1.18 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
177 root 1.85 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
178     /* the player can see. For maps smaller than */
179     /* MAP_CLIENT_.., the center is used */
180    
181 root 1.95 //-GPL
182    
183 root 1.98 // stats updates are very costly, so delay them if at all possible
184     bool ACC (RW, delayed_update);
185     void queue_stats_update ()
186     {
187     delayed_update = true;
188     }
189     void need_updated_stats ()
190     {
191     if (delayed_update)
192     ob->update_stats ();
193     }
194    
195 root 1.85 // return the los value for the given coordinate
196     MTH sint8 blocked_los (int dx, int dy) const
197     {
198     dx += LOS_X0;
199     dy += LOS_Y0;
200    
201     return 0 <= dx && dx < MAP_CLIENT_X
202     && 0 <= dy && dy < MAP_CLIENT_Y
203     ? los[dx][dy] : LOS_BLOCKED;
204     }
205    
206     // unchecked variant
207     sint8 blocked_los_uc (int dx, int dy) const
208     {
209     return los[dx + LOS_X0][dy + LOS_Y0];
210     }
211 root 1.16
212 root 1.86 MTH void clear_los (sint8 value = LOS_BLOCKED);
213 root 1.88 MTH void update_los ();
214 root 1.86
215 root 1.31 shstr ACC (RW, invis_race); /* What race invisible to? */
216 root 1.13
217 root 1.100 MTH const_utf8_string killer_name () const; // makes a string out of ->killer
218 root 1.77
219 root 1.36 MTH static player *create ();
220 root 1.73 static player *find (const_utf8_string name);
221 root 1.43
222     static player *load_pl (object_thawer &thawer);
223 root 1.73 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
224 root 1.43
225 root 1.83 MTH void link_skills ();
226 root 1.90 MTH object *find_skill (shstr_cmp name) const;
227 root 1.83
228 root 1.43 bool save_pl (object_freezer &freezer);
229 root 1.102 MTH bool save_pl (const_octet_string path);
230 root 1.43
231 root 1.35 void do_destroy ();
232     void gather_callbacks (AV *&callbacks, event_type event) const;
233 root 1.31
234 root 1.101 MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
235 root 1.82
236 root 1.78 MTH void touch () { dirty = true; } // need to touch when logged out and changed
237    
238 root 1.65 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
239     {
240     if (ns)
241     ns->play_sound (sound, dx, dy);
242     }
243    
244 root 1.46 // wether the player can "see" this mapspace or not, decided by los
245 root 1.89 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
246     MTH sint8 darkness_at (maptile *map, int x, int y) const;
247 root 1.46
248 root 1.36 MTH void connect (client *ns);
249     MTH void disconnect ();
250 root 1.31
251 root 1.43 MTH void activate ();
252     MTH void deactivate ();
253    
254 root 1.48 MTH void chargen_race_done ();
255     MTH void chargen_race_next ();
256    
257 root 1.80 MTH void set_observe (object_ornull *ob);
258 root 1.94 MTH void set_viewpoint (object_ornull *ob);
259 root 1.60
260 root 1.101 void send_msg (int color, const_utf8_string type, const_utf8_string msg)
261 root 1.68 {
262     ns->send_msg (color, type, msg);
263     }
264    
265     // a prominent box that can easily be escaped away or so
266     // should be used for informative output such as who, maps etc.
267     // will stay on-screen
268 root 1.101 MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
269 root 1.68
270     // a prominent msg that signifies some important event,
271     // an improvement potion effect potion. should not be long.
272     // might time out after a while
273 root 1.101 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
274 root 1.68
275     // a prominent box that signifies some error such as a failed
276     // improvement potion. should not be long.
277 root 1.101 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
278 root 1.68
279 root 1.97 MTH void update_spells () const
280     {
281     if (ns)
282     ns->update_spells = true;
283     }
284    
285 root 1.31 ~player ();
286    
287     private:
288     void set_object (object *op);
289     player ();
290 root 1.16 };
291 root 1.13
292 root 1.43 typedef object_vector<player, &player::active> playervec;
293    
294     extern playervec players;
295    
296     #define for_all_players(var) \
297 root 1.65 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
298     statementvar (player *, var, ::players [_i])
299 root 1.43
300 root 1.87 #define for_all_players_on_map(var,mapp) \
301     for_all_players(var) \
302     if ((var)->ob->map == (mapp))
303    
304 root 1.68 inline void
305 root 1.101 object::statusmsg (const_utf8_string msg, int color)
306 root 1.68 {
307     if (expect_true (contr)) contr->statusmsg (msg, color);
308     }
309    
310     inline void
311 root 1.101 object::failmsg (const_utf8_string msg, int color)
312 root 1.68 {
313 root 1.69 if (expect_true (contr)) contr->failmsg (msg, color);
314 root 1.68 }
315 root 1.93
316     #endif
317 root 1.101