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/cvs/deliantra/server/include/player.h
Revision: 1.15
Committed: Fri Sep 8 16:51:44 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +0 -1 lines
Log Message:
generic accessors, take one

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 root 1.13 struct Output_Buf {
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 root 1.13 };
30 root 1.1
31     /* wand/rod/horn rolled into range_misc. They all use the same body location
32     * anyways.
33     */
34 elmex 1.4 enum rangetype {
35 root 1.1 range_bottom = -1,
36     range_none = 0,
37     range_bow = 1,
38     range_magic = 2,
39     range_misc = 3,
40     range_golem = 4,
41     range_skill = 5,
42     range_builder = 6,
43     range_size = 7
44 elmex 1.4 };
45 root 1.1
46 elmex 1.4 enum bowtype_t {
47 root 1.1 bow_normal = 0,
48     bow_threewide = 1,
49     bow_spreadshot = 2,
50     bow_n = 3, /* must stay at 3 */
51     bow_ne = 4,
52     bow_e = 5,
53     bow_se = 6,
54     bow_s = 7,
55     bow_sw = 8,
56     bow_w = 9,
57     bow_nw = 10, /* must stay at 10 */
58 root 1.10 bow_bestarrow = 11
59 elmex 1.4 };
60 root 1.1
61     typedef enum _petmode {
62     pet_normal = 0,
63     pet_sad = 1,
64     pet_defend = 2,
65     pet_arena = 3
66     } petmode_t;
67    
68     typedef enum usekeytype {
69     key_inventory=0,
70     keyrings=1,
71     containers=2
72     } usekeytype;
73    
74     /* This is used to control what to do when we need to unapply
75     * an object before we can apply another one.
76     */
77     typedef enum unapplymode {
78     unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */
79     unapply_never=1, /* will not unapply objects automatically */
80     unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */
81 root 1.10 /* no choice - if there are multiple ojbect of the same type */
82     /* that need to be unapplied, there is no way for the player */
83     /* to control which of these will be unapplied. */
84 root 1.1 } unapplymode;
85    
86     /* not really the player, but tied pretty closely */
87     typedef struct party_struct {
88     char * partyleader;
89     char passwd[9];
90     struct party_struct *next;
91     char *partyname;
92    
93     #ifdef PARTY_KILL_LOG
94     struct party_kill {
95 root 1.10 char killer[MAX_NAME+1],dead[MAX_NAME+1];
96     sint64 exp;
97 root 1.1 } party_kills[PARTY_KILL_LOG];
98     #endif
99     sint64 total_exp;
100     uint32 kills;
101     } partylist;
102    
103 root 1.6 // memsettable part of player
104 root 1.12 struct player_pod
105 root 1.6 {
106 root 1.2 object *ob; /* The object representing the player */
107 elmex 1.4 mapstruct *loading; /* When entering a map in progress of loading, not really used */
108 root 1.1 rangetype shoottype; /* Which range-attack is being used by player */
109     bowtype_t bowtype; /* which firemode? */
110     petmode_t petmode; /* which petmode? */
111     object *ranges[range_size];/* object for each range. Set up in fix player. Note */
112 root 1.10 /* That not all are used, it is just nice to map this 1:1 */
113     /* With the range names */
114 root 1.1 uint32 golem_count; /* To track the golem */
115     usekeytype usekeys; /* Method for finding keys for doors */
116     unapplymode unapply; /* Method for auto unapply */
117     uint32 count; /* Any numbers typed before a command */
118     uint32 mode; /* Mode of player for pickup. */
119    
120     sint8 digestion; /* Any bonuses/penalties to digestion */
121     sint8 gen_hp; /* Bonuses to regeneration speed of hp */
122     sint8 gen_sp; /* Bonuses to regeneration speed of sp */
123     sint8 gen_sp_armour; /* Penalty to sp regen from armour */
124     sint8 gen_grace; /* Bonuses to regeneration speed of grace */
125     sint16 item_power; /* Total item power of objects equipped */
126     uint8 state; /* Input state of the player (name, password, etc */
127     uint8 listening; /* Which priority will be used in info_all */
128     sint8 last_level; /* Last level we sent to client */
129    
130     /* Try to put all the bitfields together - saves some small amount of memory */
131     uint32 braced:1; /* Will not move if braced, only attack */
132     uint32 tmp_invis:1; /* Will invis go away when we attack ? */
133     uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
134     uint32 fire_on:1; /* Player should fire object, not move */
135     uint32 run_on:1; /* Player should keep moving in dir until run is off */
136     uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
137     uint32 name_changed:1; /* If true, the player has set a name. */
138     uint32 peaceful:1; /* If set, won't attack friendly creatures */
139     uint32 hidden:1; /* If True, player (DM) is hidden from view */
140     uint32 explore:1; /* if True, player is in explore mode */
141     uint32 no_shout:1; /* if True, player is *not* able to use shout command */
142    
143     object *last_skill_ob[NUM_SKILLS]; /* the exp object */
144     sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
145    
146     float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
147     float last_weapon_sp; /* if diff than weapon_sp, update client */
148     uint16 last_flags; /* fire/run on flags for last tick */
149     sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
150     sint32 last_weight_limit; /* Last weight limit transmitted to client */
151     uint32 last_path_attuned; /* Last spell attunment sent to client */
152     uint32 last_path_repelled; /* Last spell repelled sent to client */
153     uint32 last_path_denied; /* Last spell denied sent to client */
154     living orig_stats; /* Permanent real stats of player */
155     living last_stats; /* Last stats as sent to client */
156     float last_speed; /* Last speed as sent to client */
157     sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
158     int Swap_First; /* First stat player has selected to swap */
159     object *last_used; /* Pointer to object last picked or applied */
160     uint32 last_used_id; /* Safety measures to be sure it's the same */
161     sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
162 root 1.10 /* the player can see. For maps smaller than */
163     /* MAP_CLIENT_.., the upper left is used */
164 root 1.1
165 root 1.2 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
166     char savebed_map[MAX_BUF]; /* map where player will respawn after death */
167     char maplevel[MAX_BUF]; /* On which level is the player? */
168     char spellparam[MAX_BUF]; /* What param to add to spells */
169    
170 root 1.1 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
171 root 1.10 /* Note that for dragon players, this is filled in for them */
172 root 1.1 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
173    
174     sint8 levhp[11]; /* What the player gained on that level */
175     sint8 levsp[11]; /* Same for sp */
176     sint8 levgrace[11]; /* And same for grace */
177    
178     char killer[BIG_NAME]; /* Who killed this player. */
179    
180     char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
181     char input_buf[MAX_BUF]; /* Holds command to run */
182     char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
183    
184     #ifdef SAVE_INTERVAL
185     time_t last_save_time;
186     #endif /* SAVE_INTERVAL */
187     #ifdef AUTOSAVE
188     uint32 last_save_tick;
189     #endif
190     partylist *party; /* Party this player is part of */
191     partylist *party_to_join; /* used when player wants to join a party */
192 root 1.10 /* but we will have to get password first */
193     /* so we have to remember which party to */
194     /* join */
195 root 1.1 char search_str[MAX_BUF]; /* Item we are looking for */
196     sint16 encumbrance; /* How much our player is encumbered */
197     uint16 outputs_sync; /* How often to print, no matter what */
198     uint16 outputs_count; /* Print if this count is exceeded */
199     object *mark; /* marked object */
200     uint32 mark_count; /* count of mark object */
201     /* Special DM fields */
202     tag_t* stack_items; /* Item stack for patch/dump/... commands */
203     int stack_position; /* Current stack position, 0 for no item */
204 root 1.6 };
205 root 1.5
206 root 1.12 typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
207 root 1.6 {
208     struct pl *next; /* Pointer to next player, NULL if this is last */
209     NewSocket socket; /* Socket information for this player */
210 root 1.13 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
211 root 1.14 shstr invis_race; /* What race invisible to? */
212 root 1.13
213     void clear ()
214     {
215     memset (static_cast<player_pod *>(this), 0, sizeof (player_pod));
216     attachable_clear ();
217 root 1.14 invis_race = 0;
218 root 1.13
219     for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
220     outputs[i].buf = 0;
221     }
222 root 1.1 } player;
223 root 1.6
224 root 1.13