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/cvs/deliantra/server/include/player.h
Revision: 1.11
Committed: Sun Sep 3 00:18:41 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +3 -8 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The authors can be reached via e-mail at crossfire-devel@real-time.com
22     */
23    
24     #define NUM_OUTPUT_BUFS 5
25     typedef struct {
26 root 1.11 shstr buf; /* Actual string pointer */
27 root 1.1 uint32 first_update; /* First time this message was stored */
28     uint16 count; /* How many times we got this message */
29     } Output_Buf;
30    
31    
32     /* wand/rod/horn rolled into range_misc. They all use the same body location
33     * anyways.
34     */
35 elmex 1.4 enum rangetype {
36 root 1.1 range_bottom = -1,
37     range_none = 0,
38     range_bow = 1,
39     range_magic = 2,
40     range_misc = 3,
41     range_golem = 4,
42     range_skill = 5,
43     range_builder = 6,
44     range_size = 7
45 elmex 1.4 };
46 root 1.1
47 elmex 1.4 enum bowtype_t {
48 root 1.1 bow_normal = 0,
49     bow_threewide = 1,
50     bow_spreadshot = 2,
51     bow_n = 3, /* must stay at 3 */
52     bow_ne = 4,
53     bow_e = 5,
54     bow_se = 6,
55     bow_s = 7,
56     bow_sw = 8,
57     bow_w = 9,
58     bow_nw = 10, /* must stay at 10 */
59 root 1.10 bow_bestarrow = 11
60 elmex 1.4 };
61 root 1.1
62     typedef enum _petmode {
63     pet_normal = 0,
64     pet_sad = 1,
65     pet_defend = 2,
66     pet_arena = 3
67     } petmode_t;
68    
69     typedef enum usekeytype {
70     key_inventory=0,
71     keyrings=1,
72     containers=2
73     } usekeytype;
74    
75     /* This is used to control what to do when we need to unapply
76     * an object before we can apply another one.
77     */
78     typedef enum unapplymode {
79     unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */
80     unapply_never=1, /* will not unapply objects automatically */
81     unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */
82 root 1.10 /* no choice - if there are multiple ojbect of the same type */
83     /* that need to be unapplied, there is no way for the player */
84     /* to control which of these will be unapplied. */
85 root 1.1 } unapplymode;
86    
87     /* not really the player, but tied pretty closely */
88     typedef struct party_struct {
89     char * partyleader;
90     char passwd[9];
91     struct party_struct *next;
92     char *partyname;
93    
94     #ifdef PARTY_KILL_LOG
95     struct party_kill {
96 root 1.10 char killer[MAX_NAME+1],dead[MAX_NAME+1];
97     sint64 exp;
98 root 1.1 } party_kills[PARTY_KILL_LOG];
99     #endif
100     sint64 total_exp;
101     uint32 kills;
102     } partylist;
103    
104 root 1.6 // memsettable part of player
105 root 1.11 struct player_memset : zero_initialised
106 root 1.6 {
107 root 1.2 object *ob; /* The object representing the player */
108 elmex 1.4 mapstruct *loading; /* When entering a map in progress of loading, not really used */
109 root 1.1 rangetype shoottype; /* Which range-attack is being used by player */
110     bowtype_t bowtype; /* which firemode? */
111     petmode_t petmode; /* which petmode? */
112     object *ranges[range_size];/* object for each range. Set up in fix player. Note */
113 root 1.10 /* That not all are used, it is just nice to map this 1:1 */
114     /* With the range names */
115 root 1.1 uint32 golem_count; /* To track the golem */
116     usekeytype usekeys; /* Method for finding keys for doors */
117     unapplymode unapply; /* Method for auto unapply */
118     uint32 count; /* Any numbers typed before a command */
119     uint32 mode; /* Mode of player for pickup. */
120    
121     sint8 digestion; /* Any bonuses/penalties to digestion */
122     sint8 gen_hp; /* Bonuses to regeneration speed of hp */
123     sint8 gen_sp; /* Bonuses to regeneration speed of sp */
124     sint8 gen_sp_armour; /* Penalty to sp regen from armour */
125     sint8 gen_grace; /* Bonuses to regeneration speed of grace */
126     sint16 item_power; /* Total item power of objects equipped */
127     uint8 state; /* Input state of the player (name, password, etc */
128     uint8 listening; /* Which priority will be used in info_all */
129     sint8 last_level; /* Last level we sent to client */
130    
131     /* Try to put all the bitfields together - saves some small amount of memory */
132     uint32 braced:1; /* Will not move if braced, only attack */
133     uint32 tmp_invis:1; /* Will invis go away when we attack ? */
134 root 1.11 shstr invis_race; /* What race invisible to? */
135 root 1.1 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
136     uint32 fire_on:1; /* Player should fire object, not move */
137     uint32 run_on:1; /* Player should keep moving in dir until run is off */
138     uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
139     uint32 name_changed:1; /* If true, the player has set a name. */
140     uint32 peaceful:1; /* If set, won't attack friendly creatures */
141     uint32 hidden:1; /* If True, player (DM) is hidden from view */
142     uint32 explore:1; /* if True, player is in explore mode */
143     uint32 no_shout:1; /* if True, player is *not* able to use shout command */
144    
145     object *last_skill_ob[NUM_SKILLS]; /* the exp object */
146     sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
147    
148     float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
149     float last_weapon_sp; /* if diff than weapon_sp, update client */
150     uint16 last_flags; /* fire/run on flags for last tick */
151     sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
152     sint32 last_weight_limit; /* Last weight limit transmitted to client */
153     uint32 last_path_attuned; /* Last spell attunment sent to client */
154     uint32 last_path_repelled; /* Last spell repelled sent to client */
155     uint32 last_path_denied; /* Last spell denied sent to client */
156     living orig_stats; /* Permanent real stats of player */
157     living last_stats; /* Last stats as sent to client */
158     float last_speed; /* Last speed as sent to client */
159     sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
160     int Swap_First; /* First stat player has selected to swap */
161     object *last_used; /* Pointer to object last picked or applied */
162     uint32 last_used_id; /* Safety measures to be sure it's the same */
163     sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
164 root 1.10 /* the player can see. For maps smaller than */
165     /* MAP_CLIENT_.., the upper left is used */
166 root 1.1
167 root 1.2 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
168     char savebed_map[MAX_BUF]; /* map where player will respawn after death */
169     char maplevel[MAX_BUF]; /* On which level is the player? */
170     char spellparam[MAX_BUF]; /* What param to add to spells */
171    
172 root 1.1 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
173 root 1.10 /* Note that for dragon players, this is filled in for them */
174 root 1.1 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
175    
176     sint8 levhp[11]; /* What the player gained on that level */
177     sint8 levsp[11]; /* Same for sp */
178     sint8 levgrace[11]; /* And same for grace */
179    
180     char killer[BIG_NAME]; /* Who killed this player. */
181     char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
182    
183     char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
184     char input_buf[MAX_BUF]; /* Holds command to run */
185     char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
186    
187     #ifdef SAVE_INTERVAL
188     time_t last_save_time;
189     #endif /* SAVE_INTERVAL */
190     #ifdef AUTOSAVE
191     uint32 last_save_tick;
192     #endif
193     partylist *party; /* Party this player is part of */
194     partylist *party_to_join; /* used when player wants to join a party */
195 root 1.10 /* but we will have to get password first */
196     /* so we have to remember which party to */
197     /* join */
198 root 1.1 char search_str[MAX_BUF]; /* Item we are looking for */
199     sint16 encumbrance; /* How much our player is encumbered */
200     Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
201     uint16 outputs_sync; /* How often to print, no matter what */
202     uint16 outputs_count; /* Print if this count is exceeded */
203     object *mark; /* marked object */
204     uint32 mark_count; /* count of mark object */
205     /* Special DM fields */
206     tag_t* stack_items; /* Item stack for patch/dump/... commands */
207     int stack_position; /* Current stack position, 0 for no item */
208 root 1.6 };
209 root 1.5
210 root 1.8 typedef struct pl : player_memset, attachable<struct pl>
211 root 1.6 {
212 root 1.7 static data_type get_dt () { return DT_PLAYER; }
213 root 1.6
214     struct pl *next; /* Pointer to next player, NULL if this is last */
215     NewSocket socket; /* Socket information for this player */
216 root 1.1 } player;
217 root 1.6