1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #define NUM_OUTPUT_BUFS 5 |
25 | #define NUM_OUTPUT_BUFS 5 |
25 | struct Output_Buf |
26 | struct Output_Buf |
26 | { |
27 | { |
27 | shstr buf; /* Actual string pointer */ |
28 | shstr buf; /* Actual string pointer */ |
… | |
… | |
106 | |
107 | |
107 | sint64 ACC (RW, total_exp); |
108 | sint64 ACC (RW, total_exp); |
108 | uint32 ACC (RW, kills); |
109 | uint32 ACC (RW, kills); |
109 | }; |
110 | }; |
110 | |
111 | |
111 | #define for_all_players(var) for (player *var = first_player; var; var = var->next) |
|
|
112 | |
|
|
113 | INTERFACE_CLASS (player) |
112 | INTERFACE_CLASS (player) |
114 | struct player : zero_initialised, attachable |
113 | struct player : zero_initialised, attachable |
115 | { |
114 | { |
116 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
|
|
117 | client_ptr ACC (RO, ns); /* Socket information for this player */ |
115 | client *ACC (RO, ns); /* Socket information for this player */ |
118 | object_ptr ACC (RW, ob); /* The object representing the player */ |
116 | object *ACC (RW, ob); /* The object representing the player */ |
119 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
117 | int ACC (RO, active); |
|
|
118 | |
120 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
119 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
121 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
120 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
122 | petmode_t ACC (RW, petmode); /* which petmode? */ |
121 | petmode_t ACC (RW, petmode); /* which petmode? */ |
123 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
122 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
124 | /* 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 */ |
125 | /* With the range names */ |
124 | /* With the range names */ |
126 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
125 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
127 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
126 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
128 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
127 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
129 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
128 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
130 | |
129 | |
… | |
… | |
133 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
132 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
134 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
133 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
135 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
134 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
136 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
135 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
137 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
136 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
138 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
|
|
139 | |
137 | |
140 | /* Try to put all the bitfields together - saves some small amount of memory */ |
138 | /* Try to put all the bitfields together - saves some small amount of memory */ |
141 | uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ |
139 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
142 | uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ |
140 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
143 | uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ |
141 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
144 | uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ |
142 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
145 | uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ |
143 | bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
146 | uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ |
144 | bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ |
147 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
145 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
148 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
146 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
149 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
|
|
150 | |
|
|
151 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
|
|
152 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
|
|
153 | |
147 | |
154 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
148 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
155 | float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ |
|
|
156 | uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ |
|
|
157 | sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ |
|
|
158 | sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ |
|
|
159 | uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ |
|
|
160 | uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ |
|
|
161 | uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ |
|
|
162 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
149 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
163 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
150 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
164 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
|
|
165 | sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ |
|
|
166 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
151 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
167 | |
152 | |
168 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
153 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
169 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
154 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
170 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
155 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
… | |
… | |
181 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
166 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
182 | |
167 | |
183 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
168 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
184 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
169 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
185 | |
170 | |
186 | time_t ACC (RW, last_save_time); |
|
|
187 | uint32 ACC (RW, last_save_tick); |
|
|
188 | partylist *ACC (RW, party); /* Party this player is part of */ |
171 | partylist *ACC (RW, party); /* Party this player is part of */ |
189 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
172 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
190 | /* but we will have to get password first */ |
173 | /* but we will have to get password first */ |
191 | /* so we have to remember which party to */ |
174 | /* so we have to remember which party to */ |
192 | /* join */ |
175 | /* join */ |
… | |
… | |
201 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
184 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
202 | /* the player can see. For maps smaller than */ |
185 | /* the player can see. For maps smaller than */ |
203 | /* MAP_CLIENT_.., the upper left is used */ |
186 | /* MAP_CLIENT_.., the upper left is used */ |
204 | |
187 | |
205 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
188 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
206 | bool ACC (RW, enable_save); |
|
|
207 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
189 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
208 | |
190 | |
209 | MTH static player *create (); |
191 | MTH static player *create (); |
|
|
192 | |
|
|
193 | static player *load_pl (object_thawer &thawer); |
210 | MTH static player *load (const char *path); |
194 | MTH static player *load_pl (const char *path); |
211 | MTH void save (bool final = false); |
195 | |
|
|
196 | bool save_pl (object_freezer &freezer); |
|
|
197 | MTH bool save_pl (const char *path); |
|
|
198 | |
212 | void do_destroy (); |
199 | void do_destroy (); |
213 | void gather_callbacks (AV *&callbacks, event_type event) const; |
200 | void gather_callbacks (AV *&callbacks, event_type event) const; |
214 | |
201 | |
215 | MTH void connect (client *ns); |
202 | MTH void connect (client *ns); |
216 | MTH void disconnect (); |
203 | MTH void disconnect (); |
|
|
204 | |
|
|
205 | MTH void activate (); |
|
|
206 | MTH void deactivate (); |
217 | |
207 | |
218 | // enters the initial map, after login or creation |
208 | // enters the initial map, after login or creation |
219 | MTH void enter_map (); |
209 | MTH void enter_map (); |
220 | |
210 | |
221 | ~player (); |
211 | ~player (); |
… | |
… | |
223 | private: |
213 | private: |
224 | void set_object (object *op); |
214 | void set_object (object *op); |
225 | player (); |
215 | player (); |
226 | }; |
216 | }; |
227 | |
217 | |
|
|
218 | typedef object_vector<player, &player::active> playervec; |
|
|
219 | |
|
|
220 | extern playervec players; |
|
|
221 | |
|
|
222 | #define for_all_players(var) \ |
|
|
223 | for (int _i = 0; _i < players.size (); ++_i) \ |
|
|
224 | declvar (player *, var, players [_i]) |
|
|
225 | |