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/cvs/deliantra/server/include/player.h
Revision: 1.50
Committed: Sun Apr 29 21:44:35 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +22 -19 lines
Log Message:
goofign around a bit: the while ranged/non-ranged system is borked and needs some serious redesign

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.50 * CrossFire, A Multiplayer game
3 pippijn 1.45 *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
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@schmorp.de
23     */
24 root 1.1
25     /* wand/rod/horn rolled into range_misc. They all use the same body location
26     * anyways.
27     */
28 root 1.16 enum rangetype
29     {
30     range_bottom = -1,
31 root 1.50 range_none,
32     range_bow,
33     range_magic,
34     range_misc,
35     range_golem,
36     range_skill,
37     range_builder,
38     range_size
39 root 1.16 };
40    
41     enum bowtype_t
42     {
43 root 1.50 bow_normal = 0,
44     bow_threewide = 1,
45 root 1.16 bow_spreadshot = 2,
46 root 1.50 bow_n = 3, /* must stay at 3 */
47 root 1.16 bow_ne = 4,
48 root 1.50 bow_e = 5,
49 root 1.16 bow_se = 6,
50 root 1.50 bow_s = 7,
51 root 1.16 bow_sw = 8,
52 root 1.50 bow_w = 9,
53 root 1.16 bow_nw = 10, /* must stay at 10 */
54     bow_bestarrow = 11
55     };
56    
57     enum petmode_t
58     {
59     pet_normal = 0,
60 root 1.50 pet_sad = 1,
61 root 1.16 pet_defend = 2,
62 root 1.50 pet_arena = 3,
63 root 1.16 };
64    
65     enum usekeytype
66     {
67     key_inventory = 0,
68 root 1.50 keyrings = 1,
69     containers = 2,
70 root 1.16 };
71 root 1.1
72     /* This is used to control what to do when we need to unapply
73     * an object before we can apply another one.
74     */
75 root 1.16 enum unapplymode
76     {
77     unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
78     unapply_never = 1, /* will not unapply objects automatically */
79     unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
80     /* no choice - if there are multiple ojbect of the same type */
81     /* that need to be unapplied, there is no way for the player */
82     /* to control which of these will be unapplied. */
83     };
84    
85     /* not really the player, but tied pretty closely */
86 root 1.38 INTERFACE_CLASS (partylist)
87 root 1.16 struct partylist
88     {
89 root 1.38 char *ACC (RW, partyleader);
90     char ACC (RW, passwd)[9];
91     partylist *ACC (RW, next);
92     char *ACC (RW, partyname);
93 root 1.1
94 root 1.16 struct party_kill
95     {
96     char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
97     sint64 exp;
98     } party_kills[PARTY_KILL_LOG];
99 root 1.38
100     sint64 ACC (RW, total_exp);
101     uint32 ACC (RW, kills);
102 root 1.16 };
103 root 1.1
104 root 1.35 INTERFACE_CLASS (player)
105     struct player : zero_initialised, attachable
106 root 1.6 {
107 root 1.43 client *ACC (RO, ns); /* Socket information for this player */
108     object *ACC (RW, ob); /* The object representing the player */
109     int ACC (RO, active);
110    
111     rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
112     bowtype_t ACC (RW, bowtype); /* which firemode? */
113     petmode_t ACC (RW, petmode); /* which petmode? */
114 root 1.34 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
115 root 1.43 /* That not all are used, it is just nice to map this 1:1 */
116     /* With the range names */
117 root 1.34 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
118     unapplymode ACC (RW, unapply); /* Method for auto unapply */
119 root 1.18 uint32 ACC (RW, count); /* Any numbers typed before a command */
120     uint32 ACC (RW, mode); /* Mode of player for pickup. */
121 root 1.16
122 root 1.18 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
123     sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
124     sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
125     sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
126     sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
127     sint16 ACC (RW, item_power); /* Total item power of objects equipped */
128     uint8 ACC (RW, listening); /* Which priority will be used in info_all */
129 root 1.16
130     /* Try to put all the bitfields together - saves some small amount of memory */
131 root 1.43 bool ACC (RW, braced); /* Will not move if braced, only attack */
132     bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
133     bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
134     bool ACC (RW, fire_on); /* Player should fire object, not move */
135     bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
136     bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
137     bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
138     bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
139 root 1.16
140 root 1.18 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
141     living ACC (RO, orig_stats); /* Permanent real stats of player */
142 root 1.44 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
143 root 1.18 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
144 root 1.16
145 root 1.18 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
146 root 1.39 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
147     shstr ACC (RW, maplevel); /* On which level is the player? */
148 root 1.18 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
149 root 1.16
150 root 1.18 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
151 root 1.16 /* Note that for dragon players, this is filled in for them */
152 root 1.19 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
153 root 1.16
154 root 1.34 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
155     sint8 ACC (RW, levsp[11]); /* Same for sp */
156     sint8 ACC (RW, levgrace[11]); /* And same for grace */
157 root 1.16
158 root 1.19 char ACC (RW, killer)[64]; /* Who killed this player. */
159 root 1.16
160 root 1.31 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
161 root 1.18 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
162 root 1.1
163 root 1.18 partylist *ACC (RW, party); /* Party this player is part of */
164     partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
165 root 1.16 /* but we will have to get password first */
166     /* so we have to remember which party to */
167     /* join */
168 root 1.18 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
169     sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
170     uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
171     uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
172     object_ptr ACC (RW, mark); /* marked object */
173 root 1.16 /* Special DM fields */
174     tag_t *stack_items; /* Item stack for patch/dump/... commands */
175 root 1.18 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
176     sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
177 root 1.32 /* the player can see. For maps smaller than */
178     /* MAP_CLIENT_.., the upper left is used */
179 root 1.16
180 root 1.31 shstr ACC (RW, invis_race); /* What race invisible to? */
181 root 1.13
182 root 1.36 MTH static player *create ();
183 root 1.43
184     static player *load_pl (object_thawer &thawer);
185     MTH static player *load_pl (const char *path);
186    
187     bool save_pl (object_freezer &freezer);
188     MTH bool save_pl (const char *path);
189    
190 root 1.35 void do_destroy ();
191     void gather_callbacks (AV *&callbacks, event_type event) const;
192 root 1.31
193 root 1.46 // wether the player can "see" this mapspace or not, decided by los
194     // 0 - nothing see, 100 - fully visible
195     MTH sint8 visibility_at (maptile *map, int x, int y) const;
196    
197 root 1.36 MTH void connect (client *ns);
198     MTH void disconnect ();
199 root 1.31
200 root 1.43 MTH void activate ();
201     MTH void deactivate ();
202    
203 root 1.37 // enters the initial map, after login or creation
204     MTH void enter_map ();
205    
206 root 1.50 MTH void set_range (rangetype r);
207     MTH bool legal_range (rangetype r) const;
208    
209 root 1.48 MTH void chargen_race_done ();
210     MTH void chargen_race_next ();
211    
212 root 1.31 ~player ();
213    
214     private:
215     void set_object (object *op);
216     player ();
217 root 1.16 };
218 root 1.13
219 root 1.43 typedef object_vector<player, &player::active> playervec;
220    
221     extern playervec players;
222    
223     #define for_all_players(var) \
224 pippijn 1.47 for (unsigned _i = 0; _i < players.size (); ++_i) \
225 root 1.43 declvar (player *, var, players [_i])
226