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88 | /* 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 */ |
89 | /* to control which of these will be unapplied. */ |
89 | /* to control which of these will be unapplied. */ |
90 | }; |
90 | }; |
91 | |
91 | |
92 | /* not really the player, but tied pretty closely */ |
92 | /* not really the player, but tied pretty closely */ |
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93 | INTERFACE_CLASS (partylist) |
93 | struct partylist |
94 | struct partylist |
94 | { |
95 | { |
95 | char *partyleader; |
96 | char *ACC (RW, partyleader); |
96 | char passwd[9]; |
97 | char ACC (RW, passwd)[9]; |
97 | partylist *next; |
98 | partylist *ACC (RW, next); |
98 | char *partyname; |
99 | char *ACC (RW, partyname); |
99 | |
100 | |
100 | #ifdef PARTY_KILL_LOG |
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101 | struct party_kill |
101 | struct party_kill |
102 | { |
102 | { |
103 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
103 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
104 | sint64 exp; |
104 | sint64 exp; |
105 | } party_kills[PARTY_KILL_LOG]; |
105 | } party_kills[PARTY_KILL_LOG]; |
106 | #endif |
106 | |
107 | sint64 total_exp; |
107 | sint64 ACC (RW, total_exp); |
108 | uint32 kills; |
108 | uint32 ACC (RW, kills); |
109 | }; |
109 | }; |
110 | |
110 | |
111 | #define for_all_players(var) for (player *var = first_player; var; var = var->next) |
111 | #define for_all_players(var) for (player *var = first_player; var; var = var->next) |
112 | |
112 | |
113 | ACC_CLASS (player) |
113 | INTERFACE_CLASS (player) |
114 | struct player : zero_initialised, refcounted, attachable<player> |
114 | struct player : zero_initialised, attachable |
115 | { |
115 | { |
116 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
116 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
117 | client *ACC (RO, ns); /* Socket information for this player */ |
117 | client_ptr ACC (RO, ns); /* Socket information for this player */ |
118 | object_ptr ACC (RW, ob); /* The object representing the player */ |
118 | object_ptr ACC (RW, ob); /* The object representing the player */ |
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 */ |
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 */ |
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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 */ |
137 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
139 | |
138 | |
140 | /* Try to put all the bitfields together - saves some small amount of memory */ |
139 | /* 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 */ |
140 | bool ACC (RO, braced); /* Will not move if braced, only attack */ |
142 | uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ |
141 | bool ACC (RO, 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 */ |
142 | bool ACC (RO, 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 */ |
143 | bool ACC (RO, 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 */ |
144 | bool ACC (RO, 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 */ |
145 | bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */ |
147 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
146 | bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */ |
148 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
147 | bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */ |
149 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
148 | bool ACC (RO, explore); /* if True, player is in explore mode */ |
150 | |
149 | |
151 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
150 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
152 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
151 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
153 | |
152 | |
154 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
153 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
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164 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
163 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
165 | sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ |
164 | 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 */ |
165 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
167 | |
166 | |
168 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
167 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
169 | char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ |
168 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
170 | char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ |
169 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
171 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
170 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
172 | |
171 | |
173 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
172 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
174 | /* Note that for dragon players, this is filled in for them */ |
173 | /* Note that for dragon players, this is filled in for them */ |
175 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
174 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
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204 | |
203 | |
205 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
204 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
206 | bool ACC (RW, enable_save); |
205 | bool ACC (RW, enable_save); |
207 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
206 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
208 | |
207 | |
209 | static player *create (); |
208 | MTH static player *create (); |
210 | static player *load (const char *path); |
209 | MTH static player *load (const char *path); |
211 | void save (bool final = false); |
210 | MTH void save (bool final = false); |
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211 | void do_destroy (); |
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212 | void gather_callbacks (AV *&callbacks, event_type event) const; |
212 | |
213 | |
213 | void connect (client *ns); |
214 | MTH void connect (client *ns); |
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215 | MTH void disconnect (); |
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216 | |
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217 | // enters the initial map, after login or creation |
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218 | MTH void enter_map (); |
214 | |
219 | |
215 | ~player (); |
220 | ~player (); |
216 | |
221 | |
217 | private: |
222 | private: |
218 | void set_object (object *op); |
223 | void set_object (object *op); |