… | |
… | |
16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #define NUM_OUTPUT_BUFS 5 |
24 | #define NUM_OUTPUT_BUFS 5 |
25 | struct Output_Buf { |
25 | struct Output_Buf |
|
|
26 | { |
26 | shstr buf; /* Actual string pointer */ |
27 | shstr buf; /* Actual string pointer */ |
27 | uint32 first_update; /* First time this message was stored */ |
28 | uint32 first_update; /* First time this message was stored */ |
28 | uint16 count; /* How many times we got this message */ |
29 | uint16 count; /* How many times we got this message */ |
29 | }; |
30 | }; |
30 | |
31 | |
31 | /* wand/rod/horn rolled into range_misc. They all use the same body location |
32 | /* wand/rod/horn rolled into range_misc. They all use the same body location |
32 | * anyways. |
33 | * anyways. |
33 | */ |
34 | */ |
34 | enum rangetype { |
35 | enum rangetype |
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|
36 | { |
35 | range_bottom = -1, |
37 | range_bottom = -1, |
36 | range_none = 0, |
38 | range_none = 0, |
37 | range_bow = 1, |
39 | range_bow = 1, |
38 | range_magic = 2, |
40 | range_magic = 2, |
39 | range_misc = 3, |
41 | range_misc = 3, |
40 | range_golem = 4, |
42 | range_golem = 4, |
41 | range_skill = 5, |
43 | range_skill = 5, |
42 | range_builder = 6, |
44 | range_builder = 6, |
43 | range_size = 7 |
45 | range_size = 7 |
44 | }; |
46 | }; |
45 | |
47 | |
46 | enum bowtype_t { |
48 | enum bowtype_t |
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|
49 | { |
47 | bow_normal = 0, |
50 | bow_normal = 0, |
48 | bow_threewide = 1, |
51 | bow_threewide = 1, |
49 | bow_spreadshot = 2, |
52 | bow_spreadshot = 2, |
50 | bow_n = 3, /* must stay at 3 */ |
53 | bow_n = 3, /* must stay at 3 */ |
51 | bow_ne = 4, |
54 | bow_ne = 4, |
52 | bow_e = 5, |
55 | bow_e = 5, |
53 | bow_se = 6, |
56 | bow_se = 6, |
54 | bow_s = 7, |
57 | bow_s = 7, |
55 | bow_sw = 8, |
58 | bow_sw = 8, |
56 | bow_w = 9, |
59 | bow_w = 9, |
57 | bow_nw = 10, /* must stay at 10 */ |
60 | bow_nw = 10, /* must stay at 10 */ |
58 | bow_bestarrow = 11 |
61 | bow_bestarrow = 11 |
59 | }; |
62 | }; |
60 | |
63 | |
61 | typedef enum _petmode { |
64 | enum petmode_t |
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|
65 | { |
62 | pet_normal = 0, |
66 | pet_normal = 0, |
63 | pet_sad = 1, |
67 | pet_sad = 1, |
64 | pet_defend = 2, |
68 | pet_defend = 2, |
65 | pet_arena = 3 |
69 | pet_arena = 3 |
66 | } petmode_t; |
70 | }; |
67 | |
71 | |
68 | typedef enum usekeytype { |
72 | enum usekeytype |
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|
73 | { |
69 | key_inventory=0, |
74 | key_inventory = 0, |
70 | keyrings=1, |
75 | keyrings = 1, |
71 | containers=2 |
76 | containers = 2 |
72 | } usekeytype; |
77 | }; |
73 | |
78 | |
74 | /* This is used to control what to do when we need to unapply |
79 | /* This is used to control what to do when we need to unapply |
75 | * an object before we can apply another one. |
80 | * an object before we can apply another one. |
76 | */ |
81 | */ |
77 | typedef enum unapplymode { |
82 | enum unapplymode |
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83 | { |
78 | unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ |
84 | unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */ |
79 | unapply_never=1, /* will not unapply objects automatically */ |
85 | unapply_never = 1, /* will not unapply objects automatically */ |
80 | unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ |
86 | unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */ |
81 | /* no choice - if there are multiple ojbect of the same type */ |
87 | /* no choice - if there are multiple ojbect of the same type */ |
82 | /* that need to be unapplied, there is no way for the player */ |
88 | /* that need to be unapplied, there is no way for the player */ |
83 | /* to control which of these will be unapplied. */ |
89 | /* to control which of these will be unapplied. */ |
84 | } unapplymode; |
90 | }; |
85 | |
91 | |
86 | /* not really the player, but tied pretty closely */ |
92 | /* not really the player, but tied pretty closely */ |
87 | typedef struct party_struct { |
93 | INTERFACE_CLASS (partylist) |
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94 | struct partylist |
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95 | { |
88 | char * partyleader; |
96 | char *ACC (RW, partyleader); |
89 | char passwd[9]; |
97 | char ACC (RW, passwd)[9]; |
90 | struct party_struct *next; |
98 | partylist *ACC (RW, next); |
91 | char *partyname; |
99 | char *ACC (RW, partyname); |
92 | |
100 | |
93 | #ifdef PARTY_KILL_LOG |
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94 | struct party_kill { |
101 | struct party_kill |
95 | char killer[MAX_NAME+1],dead[MAX_NAME+1]; |
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96 | sint64 exp; |
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97 | } party_kills[PARTY_KILL_LOG]; |
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98 | #endif |
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99 | sint64 total_exp; |
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100 | uint32 kills; |
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101 | } partylist; |
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102 | |
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103 | // memsettable part of player |
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104 | struct player_pod |
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105 | { |
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106 | object *ob; /* The object representing the player */ |
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107 | mapstruct *loading; /* When entering a map in progress of loading, not really used */ |
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108 | rangetype shoottype; /* Which range-attack is being used by player */ |
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109 | bowtype_t bowtype; /* which firemode? */ |
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110 | petmode_t petmode; /* which petmode? */ |
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111 | object *ranges[range_size];/* object for each range. Set up in fix player. Note */ |
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112 | /* That not all are used, it is just nice to map this 1:1 */ |
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113 | /* With the range names */ |
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114 | uint32 golem_count; /* To track the golem */ |
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115 | usekeytype usekeys; /* Method for finding keys for doors */ |
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116 | unapplymode unapply; /* Method for auto unapply */ |
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117 | uint32 count; /* Any numbers typed before a command */ |
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118 | uint32 mode; /* Mode of player for pickup. */ |
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119 | |
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120 | sint8 digestion; /* Any bonuses/penalties to digestion */ |
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121 | sint8 gen_hp; /* Bonuses to regeneration speed of hp */ |
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122 | sint8 gen_sp; /* Bonuses to regeneration speed of sp */ |
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123 | sint8 gen_sp_armour; /* Penalty to sp regen from armour */ |
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124 | sint8 gen_grace; /* Bonuses to regeneration speed of grace */ |
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125 | sint16 item_power; /* Total item power of objects equipped */ |
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126 | uint8 state; /* Input state of the player (name, password, etc */ |
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127 | uint8 listening; /* Which priority will be used in info_all */ |
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128 | sint8 last_level; /* Last level we sent to client */ |
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129 | |
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130 | /* Try to put all the bitfields together - saves some small amount of memory */ |
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131 | uint32 braced:1; /* Will not move if braced, only attack */ |
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132 | uint32 tmp_invis:1; /* Will invis go away when we attack ? */ |
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133 | uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ |
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134 | uint32 fire_on:1; /* Player should fire object, not move */ |
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135 | uint32 run_on:1; /* Player should keep moving in dir until run is off */ |
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136 | uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ |
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137 | uint32 name_changed:1; /* If true, the player has set a name. */ |
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138 | uint32 peaceful:1; /* If set, won't attack friendly creatures */ |
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139 | uint32 hidden:1; /* If True, player (DM) is hidden from view */ |
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140 | uint32 explore:1; /* if True, player is in explore mode */ |
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141 | uint32 no_shout:1; /* if True, player is *not* able to use shout command */ |
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142 | |
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143 | object *last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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144 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
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145 | |
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146 | float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ |
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147 | float last_weapon_sp; /* if diff than weapon_sp, update client */ |
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148 | uint16 last_flags; /* fire/run on flags for last tick */ |
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149 | sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ |
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150 | sint32 last_weight_limit; /* Last weight limit transmitted to client */ |
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151 | uint32 last_path_attuned; /* Last spell attunment sent to client */ |
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152 | uint32 last_path_repelled; /* Last spell repelled sent to client */ |
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153 | uint32 last_path_denied; /* Last spell denied sent to client */ |
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154 | living orig_stats; /* Permanent real stats of player */ |
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155 | living last_stats; /* Last stats as sent to client */ |
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156 | float last_speed; /* Last speed as sent to client */ |
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157 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
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158 | int Swap_First; /* First stat player has selected to swap */ |
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159 | object *last_used; /* Pointer to object last picked or applied */ |
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160 | uint32 last_used_id; /* Safety measures to be sure it's the same */ |
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161 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
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162 | /* the player can see. For maps smaller than */ |
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163 | /* MAP_CLIENT_.., the upper left is used */ |
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164 | |
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165 | sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ |
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166 | char savebed_map[MAX_BUF]; /* map where player will respawn after death */ |
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167 | char maplevel[MAX_BUF]; /* On which level is the player? */ |
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168 | char spellparam[MAX_BUF]; /* What param to add to spells */ |
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169 | |
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170 | char own_title[MAX_NAME]; /* Title the player has chosen for themself */ |
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171 | /* Note that for dragon players, this is filled in for them */ |
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172 | char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ |
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173 | |
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174 | sint8 levhp[11]; /* What the player gained on that level */ |
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175 | sint8 levsp[11]; /* Same for sp */ |
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176 | sint8 levgrace[11]; /* And same for grace */ |
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177 | |
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178 | char killer[BIG_NAME]; /* Who killed this player. */ |
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179 | char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */ |
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180 | |
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181 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ |
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182 | char input_buf[MAX_BUF]; /* Holds command to run */ |
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183 | char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
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184 | |
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185 | #ifdef SAVE_INTERVAL |
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186 | time_t last_save_time; |
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187 | #endif /* SAVE_INTERVAL */ |
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188 | #ifdef AUTOSAVE |
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189 | uint32 last_save_tick; |
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190 | #endif |
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191 | partylist *party; /* Party this player is part of */ |
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192 | partylist *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 search_str[MAX_BUF]; /* Item we are looking for */ |
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197 | sint16 encumbrance; /* How much our player is encumbered */ |
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198 | uint16 outputs_sync; /* How often to print, no matter what */ |
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199 | uint16 outputs_count; /* Print if this count is exceeded */ |
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200 | object *mark; /* marked object */ |
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201 | uint32 mark_count; /* count of mark object */ |
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202 | /* Special DM fields */ |
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203 | tag_t* stack_items; /* Item stack for patch/dump/... commands */ |
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204 | int stack_position; /* Current stack position, 0 for no item */ |
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205 | }; |
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206 | |
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207 | typedef struct pl : zero_initialised, attachable<struct pl>, player_pod |
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208 | { |
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209 | struct pl *next; /* Pointer to next player, NULL if this is last */ |
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210 | NewSocket socket; /* Socket information for this player */ |
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211 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
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212 | shstr invis_race; /* What race invisible to? */ |
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213 | |
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214 | void clear () |
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215 | { |
102 | { |
216 | memset (static_cast<player_pod *>(this), 0, sizeof (player_pod)); |
103 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
217 | attachable_clear (); |
104 | sint64 exp; |
218 | invis_race = 0; |
105 | } party_kills[PARTY_KILL_LOG]; |
219 | |
106 | |
220 | for (int i = 0; i < NUM_OUTPUT_BUFS; i++) |
107 | sint64 ACC (RW, total_exp); |
221 | outputs[i].buf = 0; |
108 | uint32 ACC (RW, kills); |
222 | } |
109 | }; |
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110 | |
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111 | #define for_all_players(var) for (player *var = first_player; var; var = var->next) |
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112 | |
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113 | INTERFACE_CLASS (player) |
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114 | struct player : zero_initialised, attachable |
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115 | { |
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116 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
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117 | client_ptr ACC (RO, ns); /* Socket information for this player */ |
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118 | object_ptr ACC (RW, ob); /* The object representing the player */ |
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119 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
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120 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
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121 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
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122 | petmode_t ACC (RW, petmode); /* which petmode? */ |
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123 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
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124 | /* That not all are used, it is just nice to map this 1:1 */ |
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125 | /* With the range names */ |
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126 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
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127 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
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128 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
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129 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
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130 | |
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131 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
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132 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
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133 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
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134 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
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135 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
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136 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
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137 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
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138 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
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|
139 | |
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140 | /* Try to put all the bitfields together - saves some small amount of memory */ |
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141 | uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ |
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142 | uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ |
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143 | uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ |
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144 | uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ |
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145 | uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ |
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146 | uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ |
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147 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
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148 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
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149 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
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150 | |
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151 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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152 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
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153 | |
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154 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
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155 | float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ |
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156 | uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ |
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157 | sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ |
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158 | sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ |
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159 | uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ |
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160 | uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ |
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161 | uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ |
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162 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
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163 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
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164 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
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165 | sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ |
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166 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
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167 | |
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168 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
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169 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
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170 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
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171 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
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172 | |
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173 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
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174 | /* Note that for dragon players, this is filled in for them */ |
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175 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
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176 | |
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177 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
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178 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
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179 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
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180 | |
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181 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
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182 | |
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183 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
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184 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
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185 | |
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186 | time_t ACC (RW, last_save_time); |
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187 | uint32 ACC (RW, last_save_tick); |
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188 | partylist *ACC (RW, party); /* Party this player is part of */ |
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189 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
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190 | /* but we will have to get password first */ |
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191 | /* so we have to remember which party to */ |
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192 | /* join */ |
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193 | char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ |
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194 | sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
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195 | uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
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196 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
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197 | object_ptr ACC (RW, mark); /* marked object */ |
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198 | /* Special DM fields */ |
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199 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
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200 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
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201 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
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202 | /* the player can see. For maps smaller than */ |
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|
203 | /* MAP_CLIENT_.., the upper left is used */ |
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204 | |
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205 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
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206 | bool ACC (RW, enable_save); |
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207 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
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208 | |
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209 | MTH static player *create (); |
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210 | MTH static player *load (const char *path); |
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211 | MTH void save (bool final = false); |
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212 | void do_destroy (); |
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213 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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214 | |
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215 | MTH void connect (client *ns); |
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216 | MTH void disconnect (); |
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217 | |
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218 | // enters the initial map, after login or creation |
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219 | MTH void enter_map (); |
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220 | |
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221 | ~player (); |
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222 | |
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223 | private: |
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224 | void set_object (object *op); |
223 | } player; |
225 | player (); |
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226 | }; |
224 | |
227 | |
225 | |
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