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/cvs/deliantra/server/include/player.h
Revision: 1.16
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +178 -170 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# User Rev Content
1 root 1.16
2 root 1.1 /*
3     CrossFire, A Multiplayer game for X-windows
4    
5     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     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    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22     The authors can be reached via e-mail at crossfire-devel@real-time.com
23     */
24    
25     #define NUM_OUTPUT_BUFS 5
26 root 1.16 struct Output_Buf
27     {
28     shstr buf; /* Actual string pointer */
29     uint32 first_update; /* First time this message was stored */
30     uint16 count; /* How many times we got this message */
31 root 1.13 };
32 root 1.1
33     /* wand/rod/horn rolled into range_misc. They all use the same body location
34     * anyways.
35     */
36 root 1.16 enum rangetype
37     {
38     range_bottom = -1,
39     range_none = 0,
40     range_bow = 1,
41     range_magic = 2,
42     range_misc = 3,
43     range_golem = 4,
44     range_skill = 5,
45     range_builder = 6,
46     range_size = 7
47     };
48    
49     enum bowtype_t
50     {
51     bow_normal = 0,
52     bow_threewide = 1,
53     bow_spreadshot = 2,
54     bow_n = 3, /* must stay at 3 */
55     bow_ne = 4,
56     bow_e = 5,
57     bow_se = 6,
58     bow_s = 7,
59     bow_sw = 8,
60     bow_w = 9,
61     bow_nw = 10, /* must stay at 10 */
62     bow_bestarrow = 11
63     };
64    
65     enum petmode_t
66     {
67     pet_normal = 0,
68     pet_sad = 1,
69     pet_defend = 2,
70     pet_arena = 3
71     };
72    
73     enum usekeytype
74     {
75     key_inventory = 0,
76     keyrings = 1,
77     containers = 2
78     };
79 root 1.1
80     /* This is used to control what to do when we need to unapply
81     * an object before we can apply another one.
82     */
83 root 1.16 enum unapplymode
84     {
85     unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
86     unapply_never = 1, /* will not unapply objects automatically */
87     unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
88     /* no choice - if there are multiple ojbect of the same type */
89     /* that need to be unapplied, there is no way for the player */
90     /* to control which of these will be unapplied. */
91     };
92    
93     /* not really the player, but tied pretty closely */
94     struct partylist
95     {
96     char *partyleader;
97     char passwd[9];
98     partylist *next;
99     char *partyname;
100 root 1.1
101     #ifdef PARTY_KILL_LOG
102 root 1.16 struct party_kill
103     {
104     char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105     sint64 exp;
106     } party_kills[PARTY_KILL_LOG];
107 root 1.1 #endif
108 root 1.16 sint64 total_exp;
109     uint32 kills;
110     };
111 root 1.1
112 root 1.6 // memsettable part of player
113 root 1.12 struct player_pod
114 root 1.6 {
115 root 1.16 object *ob; /* The object representing the player */
116     maptile *loading; /* When entering a map in progress of loading, not really used */
117     rangetype shoottype; /* Which range-attack is being used by player */
118     bowtype_t bowtype; /* which firemode? */
119     petmode_t petmode; /* which petmode? */
120     object *ranges[range_size]; /* object for each range. Set up in fix player. Note */
121     /* That not all are used, it is just nice to map this 1:1 */
122     /* With the range names */
123     uint32 golem_count; /* To track the golem */
124     usekeytype usekeys; /* Method for finding keys for doors */
125     unapplymode unapply; /* Method for auto unapply */
126     uint32 count; /* Any numbers typed before a command */
127     uint32 mode; /* Mode of player for pickup. */
128    
129     sint8 digestion; /* Any bonuses/penalties to digestion */
130     sint8 gen_hp; /* Bonuses to regeneration speed of hp */
131     sint8 gen_sp; /* Bonuses to regeneration speed of sp */
132     sint8 gen_sp_armour; /* Penalty to sp regen from armour */
133     sint8 gen_grace; /* Bonuses to regeneration speed of grace */
134     sint16 item_power; /* Total item power of objects equipped */
135     uint8 state; /* Input state of the player (name, password, etc */
136     uint8 listening; /* Which priority will be used in info_all */
137     sint8 last_level; /* Last level we sent to client */
138    
139     /* Try to put all the bitfields together - saves some small amount of memory */
140     uint32 braced:1; /* Will not move if braced, only attack */
141     uint32 tmp_invis:1; /* Will invis go away when we attack ? */
142     uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
143     uint32 fire_on:1; /* Player should fire object, not move */
144     uint32 run_on:1; /* Player should keep moving in dir until run is off */
145     uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
146     uint32 name_changed:1; /* If true, the player has set a name. */
147     uint32 peaceful:1; /* If set, won't attack friendly creatures */
148     uint32 hidden:1; /* If True, player (DM) is hidden from view */
149     uint32 explore:1; /* if True, player is in explore mode */
150     uint32 no_shout:1; /* if True, player is *not* able to use shout command */
151    
152     object *last_skill_ob[NUM_SKILLS]; /* the exp object */
153     sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
154    
155     float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */
156     float last_weapon_sp; /* if diff than weapon_sp, update client */
157     uint16 last_flags; /* fire/run on flags for last tick */
158     sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
159     sint32 last_weight_limit; /* Last weight limit transmitted to client */
160     uint32 last_path_attuned; /* Last spell attunment sent to client */
161     uint32 last_path_repelled; /* Last spell repelled sent to client */
162     uint32 last_path_denied; /* Last spell denied sent to client */
163     living orig_stats; /* Permanent real stats of player */
164     living last_stats; /* Last stats as sent to client */
165     float last_speed; /* Last speed as sent to client */
166     sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
167     int Swap_First; /* First stat player has selected to swap */
168     object *last_used; /* Pointer to object last picked or applied */
169     uint32 last_used_id; /* Safety measures to be sure it's the same */
170     sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
171     /* the player can see. For maps smaller than */
172     /* MAP_CLIENT_.., the upper left is used */
173    
174     sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
175     char savebed_map[MAX_BUF]; /* map where player will respawn after death */
176     char maplevel[MAX_BUF]; /* On which level is the player? */
177     char spellparam[MAX_BUF]; /* What param to add to spells */
178    
179     char own_title[MAX_NAME]; /* Title the player has chosen for themself */
180     /* Note that for dragon players, this is filled in for them */
181     char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
182    
183     sint8 levhp[11]; /* What the player gained on that level */
184     sint8 levsp[11]; /* Same for sp */
185     sint8 levgrace[11]; /* And same for grace */
186    
187     char killer[BIG_NAME]; /* Who killed this player. */
188    
189     char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
190     char input_buf[MAX_BUF]; /* Holds command to run */
191     char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
192 root 1.1
193     #ifdef SAVE_INTERVAL
194 root 1.16 time_t last_save_time;
195     #endif /* SAVE_INTERVAL */
196 root 1.1 #ifdef AUTOSAVE
197 root 1.16 uint32 last_save_tick;
198 root 1.1 #endif
199 root 1.16 partylist *party; /* Party this player is part of */
200     partylist *party_to_join; /* used when player wants to join a party */
201     /* but we will have to get password first */
202     /* so we have to remember which party to */
203     /* join */
204     char search_str[MAX_BUF]; /* Item we are looking for */
205     sint16 encumbrance; /* How much our player is encumbered */
206     uint16 outputs_sync; /* How often to print, no matter what */
207     uint16 outputs_count; /* Print if this count is exceeded */
208     object *mark; /* marked object */
209     uint32 mark_count; /* count of mark object */
210     /* Special DM fields */
211     tag_t *stack_items; /* Item stack for patch/dump/... commands */
212     int stack_position; /* Current stack position, 0 for no item */
213     };
214    
215     struct player : zero_initialised, attachable<player>, player_pod
216     {
217     player *next; /* Pointer to next player, NULL if this is last */
218     NewSocket socket; /* Socket information for this player */
219     Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
220     shstr invis_race; /* What race invisible to? */
221 root 1.13
222     void clear ()
223     {
224 root 1.16 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
225 root 1.13 attachable_clear ();
226 root 1.14 invis_race = 0;
227 root 1.13
228     for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
229     outputs[i].buf = 0;
230     }
231 root 1.16 };
232 root 1.13