ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/player.h
Revision: 1.5
Committed: Fri Aug 25 17:11:53 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +2 -0 lines
Log Message:
converted more events, broken per-object events (needs map support), lots of fixes

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_player_h =
3 root 1.2 * "$Id$";
4 root 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #define NUM_OUTPUT_BUFS 5
30     typedef struct {
31     const char *buf; /* Actual string pointer */
32     uint32 first_update; /* First time this message was stored */
33     uint16 count; /* How many times we got this message */
34     } Output_Buf;
35    
36    
37     /* wand/rod/horn rolled into range_misc. They all use the same body location
38     * anyways.
39     */
40 elmex 1.4 enum rangetype {
41 root 1.1 range_bottom = -1,
42     range_none = 0,
43     range_bow = 1,
44     range_magic = 2,
45     range_misc = 3,
46     range_golem = 4,
47     range_skill = 5,
48     range_builder = 6,
49     range_size = 7
50 elmex 1.4 };
51 root 1.1
52 elmex 1.4 enum bowtype_t {
53 root 1.1 bow_normal = 0,
54     bow_threewide = 1,
55     bow_spreadshot = 2,
56     bow_n = 3, /* must stay at 3 */
57     bow_ne = 4,
58     bow_e = 5,
59     bow_se = 6,
60     bow_s = 7,
61     bow_sw = 8,
62     bow_w = 9,
63     bow_nw = 10, /* must stay at 10 */
64     bow_bestarrow = 11
65 elmex 1.4 };
66 root 1.1
67     typedef enum _petmode {
68     pet_normal = 0,
69     pet_sad = 1,
70     pet_defend = 2,
71     pet_arena = 3
72     } petmode_t;
73    
74     typedef enum usekeytype {
75     key_inventory=0,
76     keyrings=1,
77     containers=2
78     } usekeytype;
79    
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     typedef enum unapplymode {
84     unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */
85     unapply_never=1, /* will not unapply objects automatically */
86     unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */
87     /* no choice - if there are multiple ojbect of the same type */
88     /* that need to be unapplied, there is no way for the player */
89     /* to control which of these will be unapplied. */
90     } unapplymode;
91    
92     /* not really the player, but tied pretty closely */
93     typedef struct party_struct {
94     char * partyleader;
95     char passwd[9];
96     struct party_struct *next;
97     char *partyname;
98    
99     #ifdef PARTY_KILL_LOG
100     struct party_kill {
101     char killer[MAX_NAME+1],dead[MAX_NAME+1];
102     sint64 exp;
103     } party_kills[PARTY_KILL_LOG];
104     #endif
105     sint64 total_exp;
106     uint32 kills;
107     } partylist;
108    
109 root 1.3 // the layout of this structure cnanot be changed unless adjusting the inialisation code
110     // in server/player.c:get_player has been verified.
111 root 1.1 typedef struct pl {
112     struct pl *next; /* Pointer to next player, NULL if this is last */
113 root 1.3 NewSocket socket; /* Socket information for this player */
114 root 1.2 object *ob; /* The object representing the player */
115 elmex 1.4 mapstruct *loading; /* When entering a map in progress of loading, not really used */
116 root 1.1 rangetype shoottype; /* Which range-attack is being used by player */
117     bowtype_t bowtype; /* which firemode? */
118     petmode_t petmode; /* which petmode? */
119     object *ranges[range_size];/* object for each range. Set up in fix player. Note */
120     /* That not all are used, it is just nice to map this 1:1 */
121     /* With the range names */
122     uint32 golem_count; /* To track the golem */
123     usekeytype usekeys; /* Method for finding keys for doors */
124     unapplymode unapply; /* Method for auto unapply */
125     uint32 count; /* Any numbers typed before a command */
126     uint32 mode; /* Mode of player for pickup. */
127    
128     sint8 digestion; /* Any bonuses/penalties to digestion */
129     sint8 gen_hp; /* Bonuses to regeneration speed of hp */
130     sint8 gen_sp; /* Bonuses to regeneration speed of sp */
131     sint8 gen_sp_armour; /* Penalty to sp regen from armour */
132     sint8 gen_grace; /* Bonuses to regeneration speed of grace */
133     sint16 item_power; /* Total item power of objects equipped */
134     uint8 state; /* Input state of the player (name, password, etc */
135     uint8 listening; /* Which priority will be used in info_all */
136     sint8 last_level; /* Last level we sent to client */
137    
138     /* Try to put all the bitfields together - saves some small amount of memory */
139     uint32 braced:1; /* Will not move if braced, only attack */
140     uint32 tmp_invis:1; /* Will invis go away when we attack ? */
141 root 1.2 const char *invis_race; /* What race invisible to? */
142 root 1.1 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 root 1.2 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 root 1.1 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     char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
189    
190     char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
191     char input_buf[MAX_BUF]; /* Holds command to run */
192     char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
193    
194     #ifdef SAVE_INTERVAL
195     time_t last_save_time;
196     #endif /* SAVE_INTERVAL */
197     #ifdef AUTOSAVE
198     uint32 last_save_tick;
199     #endif
200     partylist *party; /* Party this player is part of */
201     partylist *party_to_join; /* used when player wants to join a party */
202     /* but we will have to get password first */
203     /* so we have to remember which party to */
204     /* join */
205     char search_str[MAX_BUF]; /* Item we are looking for */
206     sint16 encumbrance; /* How much our player is encumbered */
207     Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
208     uint16 outputs_sync; /* How often to print, no matter what */
209     uint16 outputs_count; /* Print if this count is exceeded */
210     object *mark; /* marked object */
211     uint32 mark_count; /* count of mark object */
212 root 1.2 object *transport; /* transport the player is in */
213 root 1.1 /* Special DM fields */
214     tag_t* stack_items; /* Item stack for patch/dump/... commands */
215     int stack_position; /* Current stack position, 0 for no item */
216 root 1.5
217     void *self, *cb; // CF+ perl's self and callback registry
218 root 1.1 } player;