… | |
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17 | |
17 | |
18 | You should have received a copy of the GNU General Public License |
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 |
19 | along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | |
22 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | The authors can be reached via e-mail at crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #define NUM_OUTPUT_BUFS 5 |
25 | #define NUM_OUTPUT_BUFS 5 |
26 | struct Output_Buf |
26 | struct Output_Buf |
27 | { |
27 | { |
… | |
… | |
107 | #endif |
107 | #endif |
108 | sint64 total_exp; |
108 | sint64 total_exp; |
109 | uint32 kills; |
109 | uint32 kills; |
110 | }; |
110 | }; |
111 | |
111 | |
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112 | ACC_CLASS (player) |
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113 | |
112 | // memsettable part of player |
114 | // memsettable part of player |
113 | struct player_pod |
115 | struct player_pod |
114 | { |
116 | { |
115 | object_ptr ob; /* The object representing the player */ |
117 | object_ptr ACC (RW, ob); /* The object representing the player */ |
116 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
118 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
117 | rangetype shoottype; /* Which range-attack is being used by player */ |
119 | rangetype shoottype; /* Which range-attack is being used by player */ |
118 | bowtype_t bowtype; /* which firemode? */ |
120 | bowtype_t bowtype; /* which firemode? */ |
119 | petmode_t petmode; /* which petmode? */ |
121 | petmode_t petmode; /* which petmode? */ |
120 | object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
122 | object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
121 | /* That not all are used, it is just nice to map this 1:1 */ |
123 | /* That not all are used, it is just nice to map this 1:1 */ |
122 | /* With the range names */ |
124 | /* With the range names */ |
123 | uint32 golem_count; /* To track the golem */ |
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124 | usekeytype usekeys; /* Method for finding keys for doors */ |
125 | usekeytype usekeys; /* Method for finding keys for doors */ |
125 | unapplymode unapply; /* Method for auto unapply */ |
126 | unapplymode unapply; /* Method for auto unapply */ |
126 | uint32 count; /* Any numbers typed before a command */ |
127 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
127 | uint32 mode; /* Mode of player for pickup. */ |
128 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
128 | |
129 | |
129 | sint8 digestion; /* Any bonuses/penalties to digestion */ |
130 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
130 | sint8 gen_hp; /* Bonuses to regeneration speed of hp */ |
131 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
131 | sint8 gen_sp; /* Bonuses to regeneration speed of sp */ |
132 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
132 | sint8 gen_sp_armour; /* Penalty to sp regen from armour */ |
133 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
133 | sint8 gen_grace; /* Bonuses to regeneration speed of grace */ |
134 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
134 | sint16 item_power; /* Total item power of objects equipped */ |
135 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
135 | uint8 state; /* Input state of the player (name, password, etc */ |
136 | uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ |
136 | uint8 listening; /* Which priority will be used in info_all */ |
137 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
137 | sint8 last_level; /* Last level we sent to client */ |
138 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
138 | |
139 | |
139 | /* Try to put all the bitfields together - saves some small amount of memory */ |
140 | /* Try to put all the bitfields together - saves some small amount of memory */ |
140 | uint32 braced:1; /* Will not move if braced, only attack */ |
141 | uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ |
141 | uint32 tmp_invis:1; /* Will invis go away when we attack ? */ |
142 | uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ |
142 | uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ |
143 | uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ |
143 | uint32 fire_on:1; /* Player should fire object, not move */ |
144 | uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ |
144 | uint32 run_on:1; /* Player should keep moving in dir until run is off */ |
145 | uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ |
145 | uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ |
146 | uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ |
146 | uint32 name_changed:1; /* If true, the player has set a name. */ |
147 | uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ |
147 | uint32 peaceful:1; /* If set, won't attack friendly creatures */ |
148 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
148 | uint32 hidden:1; /* If True, player (DM) is hidden from view */ |
149 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
149 | uint32 explore:1; /* if True, player is in explore mode */ |
150 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
150 | uint32 no_shout:1; /* if True, player is *not* able to use shout command */ |
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151 | |
151 | |
152 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
152 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
153 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
153 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
154 | |
154 | |
155 | float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */ |
155 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
156 | float last_weapon_sp; /* if diff than weapon_sp, update client */ |
156 | float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ |
157 | uint16 last_flags; /* fire/run on flags for last tick */ |
157 | uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ |
158 | sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ |
158 | sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ |
159 | sint32 last_weight_limit; /* Last weight limit transmitted to client */ |
159 | sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ |
160 | uint32 last_path_attuned; /* Last spell attunment sent to client */ |
160 | uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ |
161 | uint32 last_path_repelled; /* Last spell repelled sent to client */ |
161 | uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ |
162 | uint32 last_path_denied; /* Last spell denied sent to client */ |
162 | uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ |
163 | living orig_stats; /* Permanent real stats of player */ |
163 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
164 | living last_stats; /* Last stats as sent to client */ |
164 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
165 | float last_speed; /* Last speed as sent to client */ |
165 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
166 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
166 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
167 | int Swap_First; /* First stat player has selected to swap */ |
167 | int Swap_First; /* First stat player has selected to swap */ |
168 | object_ptr last_used; /* Pointer to object last picked or applied */ |
168 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
169 | uint32 last_used_id; /* Safety measures to be sure it's the same */ |
169 | |
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170 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
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171 | char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ |
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172 | char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ |
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173 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
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174 | |
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175 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
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176 | /* Note that for dragon players, this is filled in for them */ |
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177 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
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178 | |
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179 | sint8 levhp[11]; /* What the player gained on that level */ |
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180 | sint8 levsp[11]; /* Same for sp */ |
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181 | sint8 levgrace[11]; /* And same for grace */ |
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182 | |
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183 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
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184 | |
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185 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ |
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186 | char input_buf[MAX_BUF]; /* Holds command to run */ |
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187 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
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188 | |
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189 | time_t ACC (RW, last_save_time); |
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190 | uint32 ACC (RW, last_save_tick); |
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191 | partylist *ACC (RW, party); /* Party this player is part of */ |
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192 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
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193 | /* but we will have to get password first */ |
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194 | /* so we have to remember which party to */ |
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195 | /* join */ |
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196 | char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ |
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197 | sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
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198 | uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
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199 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
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200 | object_ptr ACC (RW, mark); /* marked object */ |
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201 | /* Special DM fields */ |
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202 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
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203 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
170 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
204 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
171 | /* the player can see. For maps smaller than */ |
205 | /* the player can see. For maps smaller than */ |
172 | /* MAP_CLIENT_.., the upper left is used */ |
206 | /* MAP_CLIENT_.., the upper left is used */ |
173 | |
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174 | sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ |
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175 | char savebed_map[MAX_BUF]; /* map where player will respawn after death */ |
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176 | char maplevel[MAX_BUF]; /* On which level is the player? */ |
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177 | char spellparam[MAX_BUF]; /* What param to add to spells */ |
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178 | |
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179 | char own_title[MAX_NAME]; /* Title the player has chosen for themself */ |
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180 | /* Note that for dragon players, this is filled in for them */ |
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181 | char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ |
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182 | |
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183 | sint8 levhp[11]; /* What the player gained on that level */ |
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184 | sint8 levsp[11]; /* Same for sp */ |
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185 | sint8 levgrace[11]; /* And same for grace */ |
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186 | |
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187 | char killer[BIG_NAME]; /* Who killed this player. */ |
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188 | |
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189 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ |
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190 | char input_buf[MAX_BUF]; /* Holds command to run */ |
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191 | char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
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192 | |
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193 | #ifdef SAVE_INTERVAL |
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194 | time_t last_save_time; |
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195 | #endif /* SAVE_INTERVAL */ |
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196 | #ifdef AUTOSAVE |
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197 | uint32 last_save_tick; |
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198 | #endif |
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199 | partylist *party; /* Party this player is part of */ |
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200 | partylist *party_to_join; /* used when player wants to join a party */ |
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201 | /* but we will have to get password first */ |
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202 | /* so we have to remember which party to */ |
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203 | /* join */ |
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204 | char search_str[MAX_BUF]; /* Item we are looking for */ |
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205 | sint16 encumbrance; /* How much our player is encumbered */ |
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206 | uint16 outputs_sync; /* How often to print, no matter what */ |
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207 | uint16 outputs_count; /* Print if this count is exceeded */ |
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208 | object_ptr mark; /* marked object */ |
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209 | uint32 mark_count; /* count of mark object */ |
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210 | /* Special DM fields */ |
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211 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
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212 | int stack_position; /* Current stack position, 0 for no item */ |
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213 | }; |
207 | }; |
214 | |
208 | |
215 | struct player : zero_initialised, attachable<player>, player_pod |
209 | struct player : zero_initialised, attachable<player>, player_pod |
216 | { |
210 | { |
217 | player *next; /* Pointer to next player, NULL if this is last */ |
211 | player *next; /* Pointer to next player, NULL if this is last */ |
218 | NewSocket socket; /* Socket information for this player */ |
212 | client *ACC (RO, socket); /* Socket information for this player */ |
219 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
213 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
220 | shstr invis_race; /* What race invisible to? */ |
214 | shstr invis_race; /* What race invisible to? */ |
221 | |
215 | |
222 | void clear () |
216 | void clear () |
223 | { |
217 | { |