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/* |
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* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Crossfire TRT is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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1.1 |
|
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1.16 |
enum bowtype_t |
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{ |
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bow_normal = 0, |
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bow_threewide = 1, |
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bow_spreadshot = 2, |
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bow_n = 3, /* must stay at 3 */ |
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bow_ne = 4, |
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bow_e = 5, |
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bow_se = 6, |
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bow_s = 7, |
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bow_sw = 8, |
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bow_w = 9, |
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bow_nw = 10, /* must stay at 10 */ |
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bow_bestarrow = 11 |
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}; |
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enum petmode_t |
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{ |
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pet_normal = 0, |
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pet_sad = 1, |
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pet_defend = 2, |
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pet_arena = 3, |
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}; |
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enum usekeytype |
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{ |
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key_inventory = 0, |
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keyrings = 1, |
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containers = 2, |
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}; |
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/* This is used to control what to do when we need to unapply |
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* an object before we can apply another one. |
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*/ |
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enum unapplymode |
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{ |
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unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */ |
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unapply_never = 1, /* will not unapply objects automatically */ |
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unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */ |
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/* no choice - if there are multiple ojbect of the same type */ |
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/* that need to be unapplied, there is no way for the player */ |
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/* to control which of these will be unapplied. */ |
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}; |
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/* not really the player, but tied pretty closely */ |
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INTERFACE_CLASS (partylist) |
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struct partylist |
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{ |
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char *ACC (RW, partyleader); |
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char ACC (RW, passwd)[9]; |
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partylist *ACC (RW, next); |
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char *ACC (RW, partyname); |
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|
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struct party_kill |
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{ |
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char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
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sint64 exp; |
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} party_kills[PARTY_KILL_LOG]; |
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sint64 ACC (RW, total_exp); |
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uint32 ACC (RW, kills); |
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}; |
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// used for pet monster logic etc. |
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static bool |
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same_party (partylist *a, partylist *b) |
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{ |
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return a == b && a; |
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} |
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INTERFACE_CLASS (player) |
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struct player : zero_initialised, attachable |
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{ |
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client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ |
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object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ |
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object_vector_index ACC (RO, active); |
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bowtype_t ACC (RW, bowtype); /* which firemode? */ |
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petmode_t ACC (RW, petmode); /* which petmode? */ |
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usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
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unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
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uint32 ACC (RW, count); /* Any numbers typed before a command */ |
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uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
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int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
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int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
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int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
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int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
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int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
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int ACC (RW, item_power); /* Total item power of objects equipped */ |
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uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
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uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ |
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/* Try to put all the bitfields together - saves some small amount of memory */ |
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bool ACC (RW, braced); /* Will not move if braced, only attack */ |
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bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
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bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
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bool ACC (RW, fire_on); /* Player should fire object, not move */ |
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bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
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bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
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bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
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float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
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float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
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living ACC (RO, orig_stats); /* Permanent real stats of player */ |
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object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
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object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
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object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks |
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object_ptr ACC (RW, golem); // the currently controlled golem |
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object_ptr ACC (RW, observe); // the object that is being observed (or 0) |
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|
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sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
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shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
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shstr ACC (RW, maplevel); /* On which level is the player? */ |
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char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
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|
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char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
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/* Note that for dragon players, this is filled in for them */ |
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char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
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sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
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sint8 ACC (RW, levsp[11]); /* Same for sp */ |
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sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
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char ACC (RW, killer)[64]; /* Who killed this player. */ |
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char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
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char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
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partylist *ACC (RW, party); /* Party this player is part of */ |
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partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
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/* but we will have to get password first */ |
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/* so we have to remember which party to */ |
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/* join */ |
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char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ |
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sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
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uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
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uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
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object_ptr ACC (RW, mark); /* marked object */ |
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/* Special DM fields */ |
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tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
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int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
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sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
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/* the player can see. For maps smaller than */ |
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/* MAP_CLIENT_.., the upper left is used */ |
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shstr ACC (RW, invis_race); /* What race invisible to? */ |
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MTH static player *create (); |
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static player *find (const_utf8_string name); |
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static player *load_pl (object_thawer &thawer); |
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MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
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bool save_pl (object_freezer &freezer); |
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MTH bool save_pl (const char *path); |
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void do_destroy (); |
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void gather_callbacks (AV *&callbacks, event_type event) const; |
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MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
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{ |
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if (ns) |
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ns->play_sound (sound, dx, dy); |
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} |
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// wether the player can "see" this mapspace or not, decided by los |
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// 0 - nothing see, 100 - fully visible |
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MTH sint8 visibility_at (maptile *map, int x, int y) const; |
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MTH void connect (client *ns); |
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MTH void disconnect (); |
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MTH void activate (); |
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MTH void deactivate (); |
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MTH void chargen_race_done (); |
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MTH void chargen_race_next (); |
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MTH void set_observe (object *ob); |
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void send_msg (int color, const char *type, const char *msg) |
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{ |
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ns->send_msg (color, type, msg); |
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} |
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// a prominent box that can easily be escaped away or so |
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// should be used for informative output such as who, maps etc. |
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// will stay on-screen |
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void infobox (const char *title, const char *msg, int color = NDI_BLACK); |
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// a prominent msg that signifies some important event, |
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// an improvement potion effect potion. should not be long. |
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// might time out after a while |
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void statusmsg (const char *msg, int color = NDI_BLACK); |
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// a prominent box that signifies some error such as a failed |
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// improvement potion. should not be long. |
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void failmsg (const char *msg, int color = NDI_RED); |
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|
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~player (); |
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private: |
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void set_object (object *op); |
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player (); |
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1.16 |
}; |
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|
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typedef object_vector<player, &player::active> playervec; |
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extern playervec players; |
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#define for_all_players(var) \ |
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for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
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statementvar (player *, var, ::players [_i]) |
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inline void |
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object::statusmsg (const char *msg, int color) |
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{ |
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if (expect_true (contr)) contr->statusmsg (msg, color); |
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} |
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inline void |
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object::failmsg (const char *msg, int color) |
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{ |
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if (expect_true (contr)) contr->failmsg (msg, color); |
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} |