--- deliantra/server/include/player.h 2006/02/03 07:12:50 1.1
+++ deliantra/server/include/player.h 2007/09/01 08:03:45 1.72
@@ -1,212 +1,251 @@
/*
- * static char *rcsid_player_h =
- * "$Id$";
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
-#define NUM_OUTPUT_BUFS 5
-typedef struct {
- const char *buf; /* Actual string pointer */
- uint32 first_update; /* First time this message was stored */
- uint16 count; /* How many times we got this message */
-} Output_Buf;
-
-
-/* wand/rod/horn rolled into range_misc. They all use the same body location
- * anyways.
- */
-typedef enum rangetype {
- range_bottom = -1,
- range_none = 0,
- range_bow = 1,
- range_magic = 2,
- range_misc = 3,
- range_golem = 4,
- range_skill = 5,
- range_builder = 6,
- range_size = 7
-} rangetype;
-
-typedef enum _bowtype {
- bow_normal = 0,
- bow_threewide = 1,
- bow_spreadshot = 2,
- bow_n = 3, /* must stay at 3 */
- bow_ne = 4,
- bow_e = 5,
- bow_se = 6,
- bow_s = 7,
- bow_sw = 8,
- bow_w = 9,
- bow_nw = 10, /* must stay at 10 */
- bow_bestarrow = 11
-} bowtype_t;
-
-typedef enum _petmode {
- pet_normal = 0,
- pet_sad = 1,
- pet_defend = 2,
- pet_arena = 3
-} petmode_t;
-
-typedef enum usekeytype {
- key_inventory=0,
- keyrings=1,
- containers=2
-} usekeytype;
+enum bowtype_t
+{
+ bow_normal = 0,
+ bow_threewide = 1,
+ bow_spreadshot = 2,
+ bow_n = 3, /* must stay at 3 */
+ bow_ne = 4,
+ bow_e = 5,
+ bow_se = 6,
+ bow_s = 7,
+ bow_sw = 8,
+ bow_w = 9,
+ bow_nw = 10, /* must stay at 10 */
+ bow_bestarrow = 11
+};
+
+enum petmode_t
+{
+ pet_normal = 0,
+ pet_sad = 1,
+ pet_defend = 2,
+ pet_arena = 3,
+};
+
+enum usekeytype
+{
+ key_inventory = 0,
+ keyrings = 1,
+ containers = 2,
+};
/* This is used to control what to do when we need to unapply
* an object before we can apply another one.
*/
-typedef enum unapplymode {
- unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */
- unapply_never=1, /* will not unapply objects automatically */
- unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */
- /* no choice - if there are multiple ojbect of the same type */
- /* that need to be unapplied, there is no way for the player */
- /* to control which of these will be unapplied. */
-} unapplymode;
-
-/* not really the player, but tied pretty closely */
-typedef struct party_struct {
- char * partyleader;
- char passwd[9];
- struct party_struct *next;
- char *partyname;
-
-#ifdef PARTY_KILL_LOG
- struct party_kill {
- char killer[MAX_NAME+1],dead[MAX_NAME+1];
- sint64 exp;
- } party_kills[PARTY_KILL_LOG];
-#endif
- sint64 total_exp;
- uint32 kills;
-} partylist;
-
-typedef struct pl {
- struct pl *next; /* Pointer to next player, NULL if this is last */
- NewSocket socket; /* Socket information for this player */
- char maplevel[MAX_BUF]; /* On which level is the player? */
- struct mapdef *loading; /* When entering a map in progress of loading, not really used */
- char savebed_map[MAX_BUF]; /* map where player will respawn after death */
- sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
- rangetype shoottype; /* Which range-attack is being used by player */
- char spellparam[MAX_BUF]; /* What param to add to spells */
- bowtype_t bowtype; /* which firemode? */
- petmode_t petmode; /* which petmode? */
- object *ranges[range_size];/* object for each range. Set up in fix player. Note */
- /* That not all are used, it is just nice to map this 1:1 */
- /* With the range names */
- uint32 golem_count; /* To track the golem */
- usekeytype usekeys; /* Method for finding keys for doors */
- unapplymode unapply; /* Method for auto unapply */
- uint32 count; /* Any numbers typed before a command */
- uint32 mode; /* Mode of player for pickup. */
-
- sint8 digestion; /* Any bonuses/penalties to digestion */
- sint8 gen_hp; /* Bonuses to regeneration speed of hp */
- sint8 gen_sp; /* Bonuses to regeneration speed of sp */
- sint8 gen_sp_armour; /* Penalty to sp regen from armour */
- sint8 gen_grace; /* Bonuses to regeneration speed of grace */
- sint16 item_power; /* Total item power of objects equipped */
- uint8 state; /* Input state of the player (name, password, etc */
- uint8 listening; /* Which priority will be used in info_all */
- sint8 last_level; /* Last level we sent to client */
-
- /* Try to put all the bitfields together - saves some small amount of memory */
- uint32 braced:1; /* Will not move if braced, only attack */
- uint32 tmp_invis:1; /* Will invis go away when we attack ? */
- const char *invis_race;/* What race invisible to? */
- uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
- uint32 fire_on:1; /* Player should fire object, not move */
- uint32 run_on:1; /* Player should keep moving in dir until run is off */
- uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
- uint32 name_changed:1; /* If true, the player has set a name. */
- uint32 peaceful:1; /* If set, won't attack friendly creatures */
- uint32 hidden:1; /* If True, player (DM) is hidden from view */
- uint32 explore:1; /* if True, player is in explore mode */
- uint32 no_shout:1; /* if True, player is *not* able to use shout command */
-
- object *last_skill_ob[NUM_SKILLS]; /* the exp object */
- sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
-
- float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
- float last_weapon_sp; /* if diff than weapon_sp, update client */
- uint16 last_flags; /* fire/run on flags for last tick */
- sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
- sint32 last_weight_limit; /* Last weight limit transmitted to client */
- uint32 last_path_attuned; /* Last spell attunment sent to client */
- uint32 last_path_repelled; /* Last spell repelled sent to client */
- uint32 last_path_denied; /* Last spell denied sent to client */
- living orig_stats; /* Permanent real stats of player */
- living last_stats; /* Last stats as sent to client */
- float last_speed; /* Last speed as sent to client */
- sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
- int Swap_First; /* First stat player has selected to swap */
- object *ob; /* The object representing the player */
- object *last_used; /* Pointer to object last picked or applied */
- uint32 last_used_id; /* Safety measures to be sure it's the same */
- sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
- /* the player can see. For maps smaller than */
- /* MAP_CLIENT_.., the upper left is used */
-
- char own_title[MAX_NAME]; /* Title the player has chosen for themself */
- /* Note that for dragon players, this is filled in for them */
- char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
-
- sint8 levhp[11]; /* What the player gained on that level */
- sint8 levsp[11]; /* Same for sp */
- sint8 levgrace[11]; /* And same for grace */
-
- char killer[BIG_NAME]; /* Who killed this player. */
- char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
-
- char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
- char input_buf[MAX_BUF]; /* Holds command to run */
- char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
-
-#ifdef SAVE_INTERVAL
- time_t last_save_time;
-#endif /* SAVE_INTERVAL */
-#ifdef AUTOSAVE
- uint32 last_save_tick;
-#endif
- partylist *party; /* Party this player is part of */
- partylist *party_to_join; /* used when player wants to join a party */
- /* but we will have to get password first */
- /* so we have to remember which party to */
- /* join */
- char search_str[MAX_BUF]; /* Item we are looking for */
- sint16 encumbrance; /* How much our player is encumbered */
- Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
- uint16 outputs_sync; /* How often to print, no matter what */
- uint16 outputs_count; /* Print if this count is exceeded */
- object *mark; /* marked object */
- uint32 mark_count; /* count of mark object */
- /* Special DM fields */
- tag_t* stack_items; /* Item stack for patch/dump/... commands */
- int stack_position; /* Current stack position, 0 for no item */
-} player;
+enum unapplymode
+{
+ unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
+ unapply_never = 1, /* will not unapply objects automatically */
+ unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
+ /* no choice - if there are multiple ojbect of the same type */
+ /* that need to be unapplied, there is no way for the player */
+ /* to control which of these will be unapplied. */
+};
+
+/* not really the player, but tied pretty closely */
+INTERFACE_CLASS (partylist)
+struct partylist
+{
+ char *ACC (RW, partyleader);
+ char ACC (RW, passwd)[9];
+ partylist *ACC (RW, next);
+ char *ACC (RW, partyname);
+
+ struct party_kill
+ {
+ char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
+ sint64 exp;
+ } party_kills[PARTY_KILL_LOG];
+
+ sint64 ACC (RW, total_exp);
+ uint32 ACC (RW, kills);
+};
+
+// used for pet monster logic etc.
+static bool
+same_party (partylist *a, partylist *b)
+{
+ return a == b && a;
+}
+
+INTERFACE_CLASS (player)
+struct player : zero_initialised, attachable
+{
+ client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
+ object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
+ object_vector_index ACC (RO, active);
+
+ bowtype_t ACC (RW, bowtype); /* which firemode? */
+ petmode_t ACC (RW, petmode); /* which petmode? */
+ usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
+ unapplymode ACC (RW, unapply); /* Method for auto unapply */
+ uint32 ACC (RW, count); /* Any numbers typed before a command */
+ uint32 ACC (RW, mode); /* Mode of player for pickup. */
+
+ int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
+ int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
+ int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
+ int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
+ int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
+ int ACC (RW, item_power); /* Total item power of objects equipped */
+ uint8 ACC (RW, listening); /* Which priority will be used in info_all */
+ uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
+
+ /* Try to put all the bitfields together - saves some small amount of memory */
+ bool ACC (RW, braced); /* Will not move if braced, only attack */
+ bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
+ bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
+ bool ACC (RW, fire_on); /* Player should fire object, not move */
+ bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
+ bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
+ bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
+
+ float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
+ float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
+ living ACC (RO, orig_stats); /* Permanent real stats of player */
+ object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
+ object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
+
+ object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
+ object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
+ object_ptr ACC (RW, golem); // the currently controlled golem
+ object_ptr ACC (RW, observe); // the object that is being observed (or 0)
+
+ sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
+ shstr ACC (RW, savebed_map); /* map where player will respawn after death */
+ shstr ACC (RW, maplevel); /* On which level is the player? */
+ char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
+
+ char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
+ /* Note that for dragon players, this is filled in for them */
+ char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
+
+ sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
+ sint8 ACC (RW, levsp[11]); /* Same for sp */
+ sint8 ACC (RW, levgrace[11]); /* And same for grace */
+
+ char ACC (RW, killer)[64]; /* Who killed this player. */
+
+ char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
+ char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
+
+ partylist *ACC (RW, party); /* Party this player is part of */
+ partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
+ /* but we will have to get password first */
+ /* so we have to remember which party to */
+ /* join */
+ char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
+ sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
+ uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
+ uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
+ object_ptr ACC (RW, mark); /* marked object */
+ /* Special DM fields */
+ tag_t *stack_items; /* Item stack for patch/dump/... commands */
+ int ACC (RW, stack_position); /* Current stack position, 0 for no item */
+ sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
+ /* the player can see. For maps smaller than */
+ /* MAP_CLIENT_.., the upper left is used */
+
+ shstr ACC (RW, invis_race); /* What race invisible to? */
+
+ MTH static player *create ();
+ static player *find (const char *name);
+
+ static player *load_pl (object_thawer &thawer);
+ MTH static player *load_pl (const char *path);
+
+ bool save_pl (object_freezer &freezer);
+ MTH bool save_pl (const char *path);
+
+ void do_destroy ();
+ void gather_callbacks (AV *&callbacks, event_type event) const;
+
+ MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
+ {
+ if (ns)
+ ns->play_sound (sound, dx, dy);
+ }
+
+ // wether the player can "see" this mapspace or not, decided by los
+ // 0 - nothing see, 100 - fully visible
+ MTH sint8 visibility_at (maptile *map, int x, int y) const;
+
+ MTH void connect (client *ns);
+ MTH void disconnect ();
+
+ MTH void activate ();
+ MTH void deactivate ();
+
+ MTH void chargen_race_done ();
+ MTH void chargen_race_next ();
+
+ MTH void set_observe (object *ob);
+
+ void send_msg (int color, const char *type, const char *msg)
+ {
+ ns->send_msg (color, type, msg);
+ }
+
+ // a prominent box that can easily be escaped away or so
+ // should be used for informative output such as who, maps etc.
+ // will stay on-screen
+ void infobox (const char *title, const char *msg, int color = NDI_BLACK);
+
+ // a prominent msg that signifies some important event,
+ // an improvement potion effect potion. should not be long.
+ // might time out after a while
+ void statusmsg (const char *msg, int color = NDI_BLACK);
+
+ // a prominent box that signifies some error such as a failed
+ // improvement potion. should not be long.
+ void failmsg (const char *msg, int color = NDI_RED);
+
+ ~player ();
+
+private:
+ void set_object (object *op);
+ player ();
+};
+
+typedef object_vector playervec;
+
+extern playervec players;
+
+#define for_all_players(var) \
+ for (unsigned _i = 0; _i < ::players.size (); ++_i) \
+ statementvar (player *, var, ::players [_i])
+
+inline void
+object::statusmsg (const char *msg, int color)
+{
+ if (expect_true (contr)) contr->statusmsg (msg, color);
+}
+
+inline void
+object::failmsg (const char *msg, int color)
+{
+ if (expect_true (contr)) contr->failmsg (msg, color);
+}