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/cvs/deliantra/server/include/player.h
Revision: 1.25
Committed: Fri Dec 15 19:59:20 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +1 -1 lines
Log Message:
the rename for sanity campaign hits
you died
- renamed stuff
- partially updated copyrights
- some cleanups

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 1.18 ACC_CLASS (player)
113    
114 root 1.6 // memsettable part of player
115 root 1.12 struct player_pod
116 root 1.6 {
117 root 1.18 object_ptr ACC (RW, ob); /* The object representing the player */
118 root 1.16 maptile *loading; /* When entering a map in progress of loading, not really used */
119     rangetype shoottype; /* Which range-attack is being used by player */
120     bowtype_t bowtype; /* which firemode? */
121     petmode_t petmode; /* which petmode? */
122 root 1.17 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
123 root 1.20 /* That not all are used, it is just nice to map this 1:1 */
124     /* With the range names */
125 root 1.16 usekeytype usekeys; /* Method for finding keys for doors */
126     unapplymode unapply; /* Method for auto unapply */
127 root 1.18 uint32 ACC (RW, count); /* Any numbers typed before a command */
128     uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 root 1.16
130 root 1.18 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131     sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132     sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133     sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134     sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135     sint16 ACC (RW, item_power); /* Total item power of objects equipped */
136     uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
137     uint8 ACC (RW, listening); /* Which priority will be used in info_all */
138     sint8 ACC (RW, last_level); /* Last level we sent to client */
139 root 1.16
140     /* Try to put all the bitfields together - saves some small amount of memory */
141 root 1.18 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
142     uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
143     uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
144     uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
145     uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
146     uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
147     uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
148     uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
149     uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
150     uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
151     uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
152 root 1.16
153 root 1.17 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
154 root 1.16 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
155    
156 root 1.18 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
157     float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
158     uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
159     sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
160     sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
161     uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
162     uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
163     uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
164     living ACC (RO, orig_stats); /* Permanent real stats of player */
165     living ACC (RO, last_stats); /* Last stats as sent to client */
166     float ACC (RW, last_speed); /* Last speed as sent to client */
167 root 1.16 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
168     int Swap_First; /* First stat player has selected to swap */
169 root 1.18 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
170 root 1.16
171 root 1.18 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
172     char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
173     char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
174     char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
175 root 1.16
176 root 1.18 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
177 root 1.16 /* Note that for dragon players, this is filled in for them */
178 root 1.19 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
179 root 1.16
180     sint8 levhp[11]; /* What the player gained on that level */
181     sint8 levsp[11]; /* Same for sp */
182     sint8 levgrace[11]; /* And same for grace */
183    
184 root 1.19 char ACC (RW, killer)[64]; /* Who killed this player. */
185 root 1.16
186     char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
187     char input_buf[MAX_BUF]; /* Holds command to run */
188 root 1.18 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
189 root 1.1
190 root 1.18 time_t ACC (RW, last_save_time);
191     uint32 ACC (RW, last_save_tick);
192     partylist *ACC (RW, party); /* Party this player is part of */
193     partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
194 root 1.16 /* but we will have to get password first */
195     /* so we have to remember which party to */
196     /* join */
197 root 1.18 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
198     sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
199     uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
200     uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
201     object_ptr ACC (RW, mark); /* marked object */
202 root 1.16 /* Special DM fields */
203     tag_t *stack_items; /* Item stack for patch/dump/... commands */
204 root 1.18 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
205     sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
206     /* the player can see. For maps smaller than */
207     /* MAP_CLIENT_.., the upper left is used */
208 root 1.16 };
209    
210     struct player : zero_initialised, attachable<player>, player_pod
211     {
212     player *next; /* Pointer to next player, NULL if this is last */
213 root 1.25 client *ACC (RO, socket); /* Socket information for this player */
214 root 1.16 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
215     shstr invis_race; /* What race invisible to? */
216 root 1.13
217     void clear ()
218     {
219 root 1.16 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
220 root 1.13 attachable_clear ();
221 root 1.14 invis_race = 0;
222 root 1.13
223     for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
224     outputs[i].buf = 0;
225     }
226 root 1.16 };
227 root 1.13