ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/player.h
Revision: 1.9
Committed: Tue Aug 29 07:33:58 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +0 -1 lines
Log Message:
nuke transports

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 1.6 // memsettable part of player
110     struct player_memset
111     {
112 root 1.2 object *ob; /* The object representing the player */
113 elmex 1.4 mapstruct *loading; /* When entering a map in progress of loading, not really used */
114 root 1.1 rangetype shoottype; /* Which range-attack is being used by player */
115     bowtype_t bowtype; /* which firemode? */
116     petmode_t petmode; /* which petmode? */
117     object *ranges[range_size];/* object for each range. Set up in fix player. Note */
118     /* That not all are used, it is just nice to map this 1:1 */
119     /* With the range names */
120     uint32 golem_count; /* To track the golem */
121     usekeytype usekeys; /* Method for finding keys for doors */
122     unapplymode unapply; /* Method for auto unapply */
123     uint32 count; /* Any numbers typed before a command */
124     uint32 mode; /* Mode of player for pickup. */
125    
126     sint8 digestion; /* Any bonuses/penalties to digestion */
127     sint8 gen_hp; /* Bonuses to regeneration speed of hp */
128     sint8 gen_sp; /* Bonuses to regeneration speed of sp */
129     sint8 gen_sp_armour; /* Penalty to sp regen from armour */
130     sint8 gen_grace; /* Bonuses to regeneration speed of grace */
131     sint16 item_power; /* Total item power of objects equipped */
132     uint8 state; /* Input state of the player (name, password, etc */
133     uint8 listening; /* Which priority will be used in info_all */
134     sint8 last_level; /* Last level we sent to client */
135    
136     /* Try to put all the bitfields together - saves some small amount of memory */
137     uint32 braced:1; /* Will not move if braced, only attack */
138     uint32 tmp_invis:1; /* Will invis go away when we attack ? */
139 root 1.2 const char *invis_race; /* What race invisible to? */
140 root 1.1 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
141     uint32 fire_on:1; /* Player should fire object, not move */
142     uint32 run_on:1; /* Player should keep moving in dir until run is off */
143     uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
144     uint32 name_changed:1; /* If true, the player has set a name. */
145     uint32 peaceful:1; /* If set, won't attack friendly creatures */
146     uint32 hidden:1; /* If True, player (DM) is hidden from view */
147     uint32 explore:1; /* if True, player is in explore mode */
148     uint32 no_shout:1; /* if True, player is *not* able to use shout command */
149    
150     object *last_skill_ob[NUM_SKILLS]; /* the exp object */
151     sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152    
153     float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
154     float last_weapon_sp; /* if diff than weapon_sp, update client */
155     uint16 last_flags; /* fire/run on flags for last tick */
156     sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
157     sint32 last_weight_limit; /* Last weight limit transmitted to client */
158     uint32 last_path_attuned; /* Last spell attunment sent to client */
159     uint32 last_path_repelled; /* Last spell repelled sent to client */
160     uint32 last_path_denied; /* Last spell denied sent to client */
161     living orig_stats; /* Permanent real stats of player */
162     living last_stats; /* Last stats as sent to client */
163     float last_speed; /* Last speed as sent to client */
164     sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
165     int Swap_First; /* First stat player has selected to swap */
166     object *last_used; /* Pointer to object last picked or applied */
167     uint32 last_used_id; /* Safety measures to be sure it's the same */
168     sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
169     /* the player can see. For maps smaller than */
170     /* MAP_CLIENT_.., the upper left is used */
171    
172 root 1.2 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
173     char savebed_map[MAX_BUF]; /* map where player will respawn after death */
174     char maplevel[MAX_BUF]; /* On which level is the player? */
175     char spellparam[MAX_BUF]; /* What param to add to spells */
176    
177 root 1.1 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
178     /* Note that for dragon players, this is filled in for them */
179     char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
180    
181     sint8 levhp[11]; /* What the player gained on that level */
182     sint8 levsp[11]; /* Same for sp */
183     sint8 levgrace[11]; /* And same for grace */
184    
185     char killer[BIG_NAME]; /* Who killed this player. */
186     char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
187    
188     char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
189     char input_buf[MAX_BUF]; /* Holds command to run */
190     char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
191    
192     #ifdef SAVE_INTERVAL
193     time_t last_save_time;
194     #endif /* SAVE_INTERVAL */
195     #ifdef AUTOSAVE
196     uint32 last_save_tick;
197     #endif
198     partylist *party; /* Party this player is part of */
199     partylist *party_to_join; /* used when player wants to join a party */
200     /* but we will have to get password first */
201     /* so we have to remember which party to */
202     /* join */
203     char search_str[MAX_BUF]; /* Item we are looking for */
204     sint16 encumbrance; /* How much our player is encumbered */
205     Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
206     uint16 outputs_sync; /* How often to print, no matter what */
207     uint16 outputs_count; /* Print if this count is exceeded */
208     object *mark; /* marked object */
209     uint32 mark_count; /* count of mark object */
210     /* Special DM fields */
211     tag_t* stack_items; /* Item stack for patch/dump/... commands */
212     int stack_position; /* Current stack position, 0 for no item */
213 root 1.6 };
214 root 1.5
215 root 1.8 typedef struct pl : player_memset, attachable<struct pl>
216 root 1.6 {
217 root 1.7 static data_type get_dt () { return DT_PLAYER; }
218 root 1.6
219     struct pl *next; /* Pointer to next player, NULL if this is last */
220     NewSocket socket; /* Socket information for this player */
221 root 1.1 } player;
222 root 1.6