1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
4 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | |
8 | 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 |
9 | 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 |
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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 | { |
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89 | /* that need to be unapplied, there is no way for the player */ |
89 | /* that need to be unapplied, there is no way for the player */ |
90 | /* to control which of these will be unapplied. */ |
90 | /* to control which of these will be unapplied. */ |
91 | }; |
91 | }; |
92 | |
92 | |
93 | /* not really the player, but tied pretty closely */ |
93 | /* not really the player, but tied pretty closely */ |
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94 | INTERFACE_CLASS (partylist) |
94 | struct partylist |
95 | struct partylist |
95 | { |
96 | { |
96 | char *partyleader; |
97 | char *ACC (RW, partyleader); |
97 | char passwd[9]; |
98 | char ACC (RW, passwd)[9]; |
98 | partylist *next; |
99 | partylist *ACC (RW, next); |
99 | char *partyname; |
100 | char *ACC (RW, partyname); |
100 | |
101 | |
101 | #ifdef PARTY_KILL_LOG |
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102 | struct party_kill |
102 | struct party_kill |
103 | { |
103 | { |
104 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
104 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
105 | sint64 exp; |
105 | sint64 exp; |
106 | } party_kills[PARTY_KILL_LOG]; |
106 | } party_kills[PARTY_KILL_LOG]; |
107 | #endif |
107 | |
108 | sint64 total_exp; |
108 | sint64 ACC (RW, total_exp); |
109 | uint32 kills; |
109 | uint32 ACC (RW, kills); |
110 | }; |
110 | }; |
111 | |
111 | |
112 | // memsettable part of player |
112 | #define for_all_players(var) for (player *var = first_player; var; var = var->next) |
113 | struct player_pod |
113 | |
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114 | INTERFACE_CLASS (player) |
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115 | struct player : zero_initialised, attachable |
114 | { |
116 | { |
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117 | player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ |
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118 | client_ptr ACC (RO, ns); /* Socket information for this player */ |
115 | object *ob; /* The object representing the player */ |
119 | object_ptr ACC (RW, ob); /* The object representing the player */ |
116 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
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117 | rangetype shoottype; /* Which range-attack is being used by player */ |
120 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
118 | bowtype_t bowtype; /* which firemode? */ |
121 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
119 | petmode_t petmode; /* which petmode? */ |
122 | petmode_t ACC (RW, petmode); /* which petmode? */ |
120 | object *ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
123 | object_ptr ACC (RW, 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 */ |
124 | /* That not all are used, it is just nice to map this 1:1 */ |
122 | /* With the range names */ |
125 | /* 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 */ |
126 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
125 | unapplymode unapply; /* Method for auto unapply */ |
127 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
126 | uint32 count; /* Any numbers typed before a command */ |
128 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
127 | uint32 mode; /* Mode of player for pickup. */ |
129 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
128 | |
130 | |
129 | sint8 digestion; /* Any bonuses/penalties to digestion */ |
131 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
130 | sint8 gen_hp; /* Bonuses to regeneration speed of hp */ |
132 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
131 | sint8 gen_sp; /* Bonuses to regeneration speed of sp */ |
133 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
132 | sint8 gen_sp_armour; /* Penalty to sp regen from armour */ |
134 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
133 | sint8 gen_grace; /* Bonuses to regeneration speed of grace */ |
135 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
134 | sint16 item_power; /* Total item power of objects equipped */ |
136 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
135 | uint8 state; /* Input state of the player (name, password, etc */ |
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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 | bool ACC (RO, braced); /* Will not move if braced, only attack */ |
141 | uint32 tmp_invis:1; /* Will invis go away when we attack ? */ |
142 | bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */ |
142 | uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ |
143 | bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */ |
143 | uint32 fire_on:1; /* Player should fire object, not move */ |
144 | bool ACC (RO, fire_on); /* Player should fire object, not move */ |
144 | uint32 run_on:1; /* Player should keep moving in dir until run is off */ |
145 | bool ACC (RO, run_on); /* 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 | bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */ |
146 | uint32 name_changed:1; /* If true, the player has set a name. */ |
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147 | uint32 peaceful:1; /* If set, won't attack friendly creatures */ |
147 | bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */ |
148 | uint32 hidden:1; /* If True, player (DM) is hidden from view */ |
148 | bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */ |
149 | uint32 explore:1; /* if True, player is in explore mode */ |
149 | bool ACC (RO, explore); /* 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 | |
150 | |
152 | object *last_skill_ob[NUM_SKILLS]; /* the exp object */ |
151 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
153 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
152 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
154 | |
153 | |
155 | float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */ |
154 | 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 */ |
155 | float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ |
157 | uint16 last_flags; /* fire/run on flags for last tick */ |
156 | 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 */ |
157 | 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 */ |
158 | sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ |
160 | uint32 last_path_attuned; /* Last spell attunment sent to client */ |
159 | uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ |
161 | uint32 last_path_repelled; /* Last spell repelled sent to client */ |
160 | uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ |
162 | uint32 last_path_denied; /* Last spell denied sent to client */ |
161 | uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ |
163 | living orig_stats; /* Permanent real stats of player */ |
162 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
164 | living last_stats; /* Last stats as sent to client */ |
163 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
165 | float last_speed; /* Last speed as sent to client */ |
164 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
166 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
165 | sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ |
167 | int Swap_First; /* First stat player has selected to swap */ |
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168 | object *last_used; /* Pointer to object last picked or applied */ |
166 | 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 */ |
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170 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
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171 | /* the player can see. For maps smaller than */ |
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172 | /* MAP_CLIENT_.., the upper left is used */ |
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173 | |
167 | |
174 | sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ |
168 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
175 | char savebed_map[MAX_BUF]; /* map where player will respawn after death */ |
169 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
176 | char maplevel[MAX_BUF]; /* On which level is the player? */ |
170 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
177 | char spellparam[MAX_BUF]; /* What param to add to spells */ |
171 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
178 | |
172 | |
179 | char own_title[MAX_NAME]; /* Title the player has chosen for themself */ |
173 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
180 | /* Note that for dragon players, this is filled in for them */ |
174 | /* Note that for dragon players, this is filled in for them */ |
181 | char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ |
175 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
182 | |
176 | |
183 | sint8 levhp[11]; /* What the player gained on that level */ |
177 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
184 | sint8 levsp[11]; /* Same for sp */ |
178 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
185 | sint8 levgrace[11]; /* And same for grace */ |
179 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
186 | |
180 | |
187 | char killer[BIG_NAME]; /* Who killed this player. */ |
181 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
188 | |
182 | |
189 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ |
183 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
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 */ |
184 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
192 | |
185 | |
193 | #ifdef SAVE_INTERVAL |
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194 | time_t last_save_time; |
186 | time_t ACC (RW, last_save_time); |
195 | #endif /* SAVE_INTERVAL */ |
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196 | #ifdef AUTOSAVE |
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197 | uint32 last_save_tick; |
187 | uint32 ACC (RW, last_save_tick); |
198 | #endif |
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199 | partylist *party; /* Party this player is part of */ |
188 | partylist *ACC (RW, party); /* Party this player is part of */ |
200 | partylist *party_to_join; /* used when player wants to join a party */ |
189 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
201 | /* but we will have to get password first */ |
190 | /* but we will have to get password first */ |
202 | /* so we have to remember which party to */ |
191 | /* so we have to remember which party to */ |
203 | /* join */ |
192 | /* join */ |
204 | char search_str[MAX_BUF]; /* Item we are looking for */ |
193 | char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ |
205 | sint16 encumbrance; /* How much our player is encumbered */ |
194 | sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
206 | uint16 outputs_sync; /* How often to print, no matter what */ |
195 | uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
207 | uint16 outputs_count; /* Print if this count is exceeded */ |
196 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
208 | object *mark; /* marked object */ |
197 | object_ptr ACC (RW, mark); /* marked object */ |
209 | uint32 mark_count; /* count of mark object */ |
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210 | /* Special DM fields */ |
198 | /* Special DM fields */ |
211 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
199 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
212 | int stack_position; /* Current stack position, 0 for no item */ |
200 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
213 | }; |
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 */ |
214 | |
204 | |
215 | struct player : zero_initialised, attachable<player>, player_pod |
205 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
216 | { |
206 | bool ACC (RW, enable_save); |
217 | player *next; /* Pointer to next player, NULL if this is last */ |
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218 | NewSocket socket; /* Socket information for this player */ |
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219 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
207 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
220 | shstr invis_race; /* What race invisible to? */ |
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221 | |
208 | |
222 | void clear () |
209 | MTH static player *create (); |
223 | { |
210 | MTH static player *load (const char *path); |
224 | memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); |
211 | MTH void save (bool final = false); |
225 | attachable_clear (); |
212 | void do_destroy (); |
226 | invis_race = 0; |
213 | void gather_callbacks (AV *&callbacks, event_type event) const; |
227 | |
214 | |
228 | for (int i = 0; i < NUM_OUTPUT_BUFS; i++) |
215 | MTH void connect (client *ns); |
229 | outputs[i].buf = 0; |
216 | MTH void disconnect (); |
230 | } |
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231 | }; |
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232 | |
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); |
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225 | player (); |
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226 | }; |
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227 | |