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/cvs/deliantra/server/include/player.h
Revision: 1.81
Committed: Fri Aug 29 02:07:09 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7
Changes since 1.80: +0 -1 lines
Log Message:
remove listen(ing)?

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.74 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.45 *
4 root 1.79 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.59 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.45 *
8 root 1.74 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.64 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.45 *
13 root 1.64 * 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 pippijn 1.45 *
18 root 1.64 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.59 *
21 root 1.74 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.45 */
23 root 1.1
24 root 1.16 enum bowtype_t
25     {
26 root 1.50 bow_normal = 0,
27     bow_threewide = 1,
28 root 1.16 bow_spreadshot = 2,
29 root 1.50 bow_n = 3, /* must stay at 3 */
30 root 1.16 bow_ne = 4,
31 root 1.50 bow_e = 5,
32 root 1.16 bow_se = 6,
33 root 1.50 bow_s = 7,
34 root 1.16 bow_sw = 8,
35 root 1.50 bow_w = 9,
36 root 1.16 bow_nw = 10, /* must stay at 10 */
37     bow_bestarrow = 11
38     };
39    
40     enum petmode_t
41     {
42     pet_normal = 0,
43 root 1.50 pet_sad = 1,
44 root 1.16 pet_defend = 2,
45 root 1.50 pet_arena = 3,
46 root 1.16 };
47    
48     enum usekeytype
49     {
50     key_inventory = 0,
51 root 1.50 keyrings = 1,
52     containers = 2,
53 root 1.16 };
54 root 1.1
55     /* This is used to control what to do when we need to unapply
56     * an object before we can apply another one.
57     */
58 root 1.16 enum unapplymode
59     {
60     unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
61     unapply_never = 1, /* will not unapply objects automatically */
62     unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
63     /* no choice - if there are multiple ojbect of the same type */
64     /* that need to be unapplied, there is no way for the player */
65     /* to control which of these will be unapplied. */
66     };
67    
68     /* not really the player, but tied pretty closely */
69 root 1.38 INTERFACE_CLASS (partylist)
70 root 1.16 struct partylist
71     {
72 root 1.38 char *ACC (RW, partyleader);
73     char ACC (RW, passwd)[9];
74     partylist *ACC (RW, next);
75     char *ACC (RW, partyname);
76 root 1.1
77 root 1.16 struct party_kill
78     {
79     char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
80     sint64 exp;
81     } party_kills[PARTY_KILL_LOG];
82 root 1.38
83     sint64 ACC (RW, total_exp);
84     uint32 ACC (RW, kills);
85 root 1.16 };
86 root 1.1
87 root 1.55 // used for pet monster logic etc.
88     static bool
89     same_party (partylist *a, partylist *b)
90     {
91     return a == b && a;
92     }
93    
94 root 1.35 INTERFACE_CLASS (player)
95     struct player : zero_initialised, attachable
96 root 1.6 {
97 root 1.67 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
98     object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
99 root 1.62 object_vector_index ACC (RO, active);
100 root 1.43
101 root 1.51 bowtype_t ACC (RW, bowtype); /* which firemode? */
102     petmode_t ACC (RW, petmode); /* which petmode? */
103     usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104     unapplymode ACC (RW, unapply); /* Method for auto unapply */
105     uint32 ACC (RW, count); /* Any numbers typed before a command */
106     uint32 ACC (RW, mode); /* Mode of player for pickup. */
107    
108 root 1.66 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109     int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110     int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111     int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112     int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113     int ACC (RW, item_power); /* Total item power of objects equipped */
114 root 1.63 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
115 root 1.16
116     /* Try to put all the bitfields together - saves some small amount of memory */
117 root 1.43 bool ACC (RW, braced); /* Will not move if braced, only attack */
118     bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
119     bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
120     bool ACC (RW, fire_on); /* Player should fire object, not move */
121     bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
122     bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
123     bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
124 root 1.76 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
125 root 1.16
126 root 1.18 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
127 root 1.57 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 root 1.18 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 root 1.44 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
130 root 1.18 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
131 root 1.16
132 root 1.53 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
133     object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
134 root 1.51 object_ptr ACC (RW, golem); // the currently controlled golem
135 root 1.60 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
136 root 1.51
137 root 1.18 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
138 root 1.39 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
139     shstr ACC (RW, maplevel); /* On which level is the player? */
140 root 1.18 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
141 root 1.16
142 root 1.18 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
143 root 1.16 /* Note that for dragon players, this is filled in for them */
144 root 1.19 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
145 root 1.16
146 root 1.34 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
147     sint8 ACC (RW, levsp[11]); /* Same for sp */
148     sint8 ACC (RW, levgrace[11]); /* And same for grace */
149 root 1.16
150 root 1.77 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
151 root 1.16
152 root 1.31 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
153 root 1.18 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
154 root 1.1
155 root 1.18 partylist *ACC (RW, party); /* Party this player is part of */
156     partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
157 root 1.16 /* but we will have to get password first */
158     /* so we have to remember which party to */
159     /* join */
160 root 1.18 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
161     sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
162     uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
163     uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
164     object_ptr ACC (RW, mark); /* marked object */
165 root 1.16 /* Special DM fields */
166     tag_t *stack_items; /* Item stack for patch/dump/... commands */
167 root 1.18 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
168     sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
169 root 1.32 /* the player can see. For maps smaller than */
170     /* MAP_CLIENT_.., the upper left is used */
171 root 1.16
172 root 1.31 shstr ACC (RW, invis_race); /* What race invisible to? */
173 root 1.13
174 root 1.77 MTH const char *killer_name () const; // makes a string out of ->killer
175    
176 root 1.36 MTH static player *create ();
177 root 1.73 static player *find (const_utf8_string name);
178 root 1.43
179     static player *load_pl (object_thawer &thawer);
180 root 1.73 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
181 root 1.43
182     bool save_pl (object_freezer &freezer);
183     MTH bool save_pl (const char *path);
184    
185 root 1.35 void do_destroy ();
186     void gather_callbacks (AV *&callbacks, event_type event) const;
187 root 1.31
188 root 1.78 MTH void touch () { dirty = true; } // need to touch when logged out and changed
189    
190 root 1.65 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
191     {
192     if (ns)
193     ns->play_sound (sound, dx, dy);
194     }
195    
196 root 1.46 // wether the player can "see" this mapspace or not, decided by los
197     // 0 - nothing see, 100 - fully visible
198     MTH sint8 visibility_at (maptile *map, int x, int y) const;
199    
200 root 1.36 MTH void connect (client *ns);
201     MTH void disconnect ();
202 root 1.31
203 root 1.43 MTH void activate ();
204     MTH void deactivate ();
205    
206 root 1.48 MTH void chargen_race_done ();
207     MTH void chargen_race_next ();
208    
209 root 1.80 MTH void set_observe (object_ornull *ob);
210 root 1.60
211 root 1.68 void send_msg (int color, const char *type, const char *msg)
212     {
213     ns->send_msg (color, type, msg);
214     }
215    
216     // a prominent box that can easily be escaped away or so
217     // should be used for informative output such as who, maps etc.
218     // will stay on-screen
219 root 1.75 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
220 root 1.68
221     // a prominent msg that signifies some important event,
222     // an improvement potion effect potion. should not be long.
223     // might time out after a while
224 root 1.75 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
225 root 1.68
226     // a prominent box that signifies some error such as a failed
227     // improvement potion. should not be long.
228 root 1.75 MTH void failmsg (const char *msg, int color = NDI_RED);
229 root 1.68
230 root 1.31 ~player ();
231    
232     private:
233     void set_object (object *op);
234     player ();
235 root 1.16 };
236 root 1.13
237 root 1.43 typedef object_vector<player, &player::active> playervec;
238    
239     extern playervec players;
240    
241     #define for_all_players(var) \
242 root 1.65 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
243     statementvar (player *, var, ::players [_i])
244 root 1.43
245 root 1.68 inline void
246     object::statusmsg (const char *msg, int color)
247     {
248     if (expect_true (contr)) contr->statusmsg (msg, color);
249     }
250    
251     inline void
252 root 1.69 object::failmsg (const char *msg, int color)
253 root 1.68 {
254 root 1.69 if (expect_true (contr)) contr->failmsg (msg, color);
255 root 1.68 }