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/cvs/deliantra/server/include/player.h
Revision: 1.54
Committed: Sun May 13 15:13:57 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +2 -0 lines
Log Message:
lots of little changes:
- fix MIN/MAX_AC/WC and use them
- abstratc weapon speed into player->weapon_speed, as
  it is just way too confusing and probably needs frequent updates :)
- use ob_speed/weapon_sp * 0.5 as an arbitrary real attack speed
  .5 needs tuning, elsewhere, but ahs been put in as a stopgap measure.
- fix speed issues, properly use weapon_sp (if a bit lagged)
- clear current weapon when readying skills because a skill might already
  be readied implicitly.

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 root 1.16 enum bowtype_t
26     {
27 root 1.50 bow_normal = 0,
28     bow_threewide = 1,
29 root 1.16 bow_spreadshot = 2,
30 root 1.50 bow_n = 3, /* must stay at 3 */
31 root 1.16 bow_ne = 4,
32 root 1.50 bow_e = 5,
33 root 1.16 bow_se = 6,
34 root 1.50 bow_s = 7,
35 root 1.16 bow_sw = 8,
36 root 1.50 bow_w = 9,
37 root 1.16 bow_nw = 10, /* must stay at 10 */
38     bow_bestarrow = 11
39     };
40    
41     enum petmode_t
42     {
43     pet_normal = 0,
44 root 1.50 pet_sad = 1,
45 root 1.16 pet_defend = 2,
46 root 1.50 pet_arena = 3,
47 root 1.16 };
48    
49     enum usekeytype
50     {
51     key_inventory = 0,
52 root 1.50 keyrings = 1,
53     containers = 2,
54 root 1.16 };
55 root 1.1
56     /* This is used to control what to do when we need to unapply
57     * an object before we can apply another one.
58     */
59 root 1.16 enum unapplymode
60     {
61     unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
62     unapply_never = 1, /* will not unapply objects automatically */
63     unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
64     /* no choice - if there are multiple ojbect of the same type */
65     /* that need to be unapplied, there is no way for the player */
66     /* to control which of these will be unapplied. */
67     };
68    
69     /* not really the player, but tied pretty closely */
70 root 1.38 INTERFACE_CLASS (partylist)
71 root 1.16 struct partylist
72     {
73 root 1.38 char *ACC (RW, partyleader);
74     char ACC (RW, passwd)[9];
75     partylist *ACC (RW, next);
76     char *ACC (RW, partyname);
77 root 1.1
78 root 1.16 struct party_kill
79     {
80     char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
81     sint64 exp;
82     } party_kills[PARTY_KILL_LOG];
83 root 1.38
84     sint64 ACC (RW, total_exp);
85     uint32 ACC (RW, kills);
86 root 1.16 };
87 root 1.1
88 root 1.35 INTERFACE_CLASS (player)
89     struct player : zero_initialised, attachable
90 root 1.6 {
91 root 1.51 client *ACC (RO, ns); /* Socket information for this player */
92     object *ACC (RW, ob); /* The object representing the player */
93 root 1.43 int ACC (RO, active);
94    
95 root 1.51 bowtype_t ACC (RW, bowtype); /* which firemode? */
96     petmode_t ACC (RW, petmode); /* which petmode? */
97     usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
98     unapplymode ACC (RW, unapply); /* Method for auto unapply */
99     uint32 ACC (RW, count); /* Any numbers typed before a command */
100     uint32 ACC (RW, mode); /* Mode of player for pickup. */
101    
102     sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
103     sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
104     sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
105     sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
106     sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
107     sint16 ACC (RW, item_power); /* Total item power of objects equipped */
108     uint8 ACC (RW, listening); /* Which priority will be used in info_all */
109 root 1.16
110     /* Try to put all the bitfields together - saves some small amount of memory */
111 root 1.43 bool ACC (RW, braced); /* Will not move if braced, only attack */
112     bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
113     bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
114     bool ACC (RW, fire_on); /* Player should fire object, not move */
115     bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
116     bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
117     bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
118     bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
119 root 1.16
120 root 1.18 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
121     living ACC (RO, orig_stats); /* Permanent real stats of player */
122 root 1.44 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
123 root 1.18 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
124 root 1.16
125 root 1.53 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
126     object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
127 root 1.51 object_ptr ACC (RW, golem); // the currently controlled golem
128    
129 root 1.18 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
130 root 1.39 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
131     shstr ACC (RW, maplevel); /* On which level is the player? */
132 root 1.18 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
133 root 1.16
134 root 1.18 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
135 root 1.16 /* Note that for dragon players, this is filled in for them */
136 root 1.19 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
137 root 1.16
138 root 1.34 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
139     sint8 ACC (RW, levsp[11]); /* Same for sp */
140     sint8 ACC (RW, levgrace[11]); /* And same for grace */
141 root 1.16
142 root 1.19 char ACC (RW, killer)[64]; /* Who killed this player. */
143 root 1.16
144 root 1.31 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
145 root 1.18 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
146 root 1.1
147 root 1.18 partylist *ACC (RW, party); /* Party this player is part of */
148     partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
149 root 1.16 /* but we will have to get password first */
150     /* so we have to remember which party to */
151     /* join */
152 root 1.18 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
153     sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
154     uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
155     uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
156     object_ptr ACC (RW, mark); /* marked object */
157 root 1.16 /* Special DM fields */
158     tag_t *stack_items; /* Item stack for patch/dump/... commands */
159 root 1.18 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
160     sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
161 root 1.32 /* the player can see. For maps smaller than */
162     /* MAP_CLIENT_.., the upper left is used */
163 root 1.16
164 root 1.31 shstr ACC (RW, invis_race); /* What race invisible to? */
165 root 1.13
166 root 1.54 MTH float weapon_speed () const;
167    
168 root 1.36 MTH static player *create ();
169 root 1.43
170     static player *load_pl (object_thawer &thawer);
171     MTH static player *load_pl (const char *path);
172    
173     bool save_pl (object_freezer &freezer);
174     MTH bool save_pl (const char *path);
175    
176 root 1.35 void do_destroy ();
177     void gather_callbacks (AV *&callbacks, event_type event) const;
178 root 1.31
179 root 1.46 // wether the player can "see" this mapspace or not, decided by los
180     // 0 - nothing see, 100 - fully visible
181     MTH sint8 visibility_at (maptile *map, int x, int y) const;
182    
183 root 1.36 MTH void connect (client *ns);
184     MTH void disconnect ();
185 root 1.31
186 root 1.43 MTH void activate ();
187     MTH void deactivate ();
188    
189 root 1.37 // enters the initial map, after login or creation
190     MTH void enter_map ();
191    
192 root 1.48 MTH void chargen_race_done ();
193     MTH void chargen_race_next ();
194    
195 root 1.31 ~player ();
196    
197     private:
198     void set_object (object *op);
199     player ();
200 root 1.16 };
201 root 1.13
202 root 1.43 typedef object_vector<player, &player::active> playervec;
203    
204     extern playervec players;
205    
206     #define for_all_players(var) \
207 pippijn 1.47 for (unsigned _i = 0; _i < players.size (); ++_i) \
208 root 1.43 declvar (player *, var, players [_i])
209