1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
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 | */ |
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24 | |
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25 | #define NUM_OUTPUT_BUFS 5 |
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26 | struct Output_Buf |
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27 | { |
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28 | shstr buf; /* Actual string pointer */ |
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29 | uint32 first_update; /* First time this message was stored */ |
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30 | uint16 count; /* How many times we got this message */ |
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31 | }; |
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32 | |
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33 | /* wand/rod/horn rolled into range_misc. They all use the same body location |
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34 | * anyways. |
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35 | */ |
23 | */ |
36 | enum rangetype |
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37 | { |
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38 | range_bottom = -1, |
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39 | range_none = 0, |
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40 | range_bow = 1, |
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41 | range_magic = 2, |
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42 | range_misc = 3, |
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43 | range_golem = 4, |
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44 | range_skill = 5, |
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45 | range_builder = 6, |
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46 | range_size = 7 |
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47 | }; |
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48 | |
24 | |
49 | enum bowtype_t |
25 | enum bowtype_t |
50 | { |
26 | { |
51 | bow_normal = 0, |
27 | bow_normal = 0, |
52 | bow_threewide = 1, |
28 | bow_threewide = 1, |
53 | bow_spreadshot = 2, |
29 | bow_spreadshot = 2, |
54 | bow_n = 3, /* must stay at 3 */ |
30 | bow_n = 3, /* must stay at 3 */ |
55 | bow_ne = 4, |
31 | bow_ne = 4, |
56 | bow_e = 5, |
32 | bow_e = 5, |
57 | bow_se = 6, |
33 | bow_se = 6, |
58 | bow_s = 7, |
34 | bow_s = 7, |
59 | bow_sw = 8, |
35 | bow_sw = 8, |
60 | bow_w = 9, |
36 | bow_w = 9, |
61 | bow_nw = 10, /* must stay at 10 */ |
37 | bow_nw = 10, /* must stay at 10 */ |
62 | bow_bestarrow = 11 |
38 | bow_bestarrow = 11 |
63 | }; |
39 | }; |
64 | |
40 | |
65 | enum petmode_t |
41 | enum petmode_t |
66 | { |
42 | { |
67 | pet_normal = 0, |
43 | pet_normal = 0, |
68 | pet_sad = 1, |
44 | pet_sad = 1, |
69 | pet_defend = 2, |
45 | pet_defend = 2, |
70 | pet_arena = 3 |
46 | pet_arena = 3, |
71 | }; |
47 | }; |
72 | |
48 | |
73 | enum usekeytype |
49 | enum usekeytype |
74 | { |
50 | { |
75 | key_inventory = 0, |
51 | key_inventory = 0, |
76 | keyrings = 1, |
52 | keyrings = 1, |
77 | containers = 2 |
53 | containers = 2, |
78 | }; |
54 | }; |
79 | |
55 | |
80 | /* This is used to control what to do when we need to unapply |
56 | /* This is used to control what to do when we need to unapply |
81 | * an object before we can apply another one. |
57 | * an object before we can apply another one. |
82 | */ |
58 | */ |
… | |
… | |
89 | /* that need to be unapplied, there is no way for the player */ |
65 | /* that need to be unapplied, there is no way for the player */ |
90 | /* to control which of these will be unapplied. */ |
66 | /* to control which of these will be unapplied. */ |
91 | }; |
67 | }; |
92 | |
68 | |
93 | /* not really the player, but tied pretty closely */ |
69 | /* not really the player, but tied pretty closely */ |
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70 | INTERFACE_CLASS (partylist) |
94 | struct partylist |
71 | struct partylist |
95 | { |
72 | { |
96 | char *partyleader; |
73 | char *ACC (RW, partyleader); |
97 | char passwd[9]; |
74 | char ACC (RW, passwd)[9]; |
98 | partylist *next; |
75 | partylist *ACC (RW, next); |
99 | char *partyname; |
76 | char *ACC (RW, partyname); |
100 | |
77 | |
101 | #ifdef PARTY_KILL_LOG |
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102 | struct party_kill |
78 | struct party_kill |
103 | { |
79 | { |
104 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
80 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
105 | sint64 exp; |
81 | sint64 exp; |
106 | } party_kills[PARTY_KILL_LOG]; |
82 | } party_kills[PARTY_KILL_LOG]; |
107 | #endif |
83 | |
108 | sint64 total_exp; |
84 | sint64 ACC (RW, total_exp); |
109 | uint32 kills; |
85 | uint32 ACC (RW, kills); |
110 | }; |
86 | }; |
111 | |
87 | |
112 | ACC_CLASS (player) |
88 | INTERFACE_CLASS (player) |
113 | |
89 | struct player : zero_initialised, attachable |
114 | // memsettable part of player |
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115 | struct player_pod |
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116 | { |
90 | { |
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91 | client *ACC (RO, ns); /* Socket information for this player */ |
117 | object_ptr ACC (RW, ob); /* The object representing the player */ |
92 | object *ACC (RW, ob); /* The object representing the player */ |
118 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
93 | int ACC (RO, active); |
119 | rangetype shoottype; /* Which range-attack is being used by player */ |
94 | |
120 | bowtype_t bowtype; /* which firemode? */ |
95 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
121 | petmode_t petmode; /* which petmode? */ |
96 | petmode_t ACC (RW, petmode); /* which petmode? */ |
122 | object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
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123 | /* That not all are used, it is just nice to map this 1:1 */ |
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124 | /* With the range names */ |
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125 | usekeytype usekeys; /* Method for finding keys for doors */ |
97 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
126 | unapplymode unapply; /* Method for auto unapply */ |
98 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
127 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
99 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
128 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
100 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
129 | |
101 | |
130 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
102 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
131 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
103 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
132 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
104 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
133 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
105 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
134 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
106 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
135 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
107 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
136 | uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ |
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137 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
108 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
138 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
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139 | |
109 | |
140 | /* Try to put all the bitfields together - saves some small amount of memory */ |
110 | /* 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 */ |
111 | 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 ? */ |
112 | 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 */ |
113 | 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 */ |
114 | 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 */ |
115 | 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 */ |
116 | bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ |
147 | uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ |
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148 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
117 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
149 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
118 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
150 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
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151 | uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */ |
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152 | |
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153 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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154 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
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155 | |
119 | |
156 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
120 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
157 | float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ |
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158 | uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ |
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159 | sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ |
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160 | sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ |
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161 | uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ |
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162 | uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ |
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163 | uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ |
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164 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
121 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
165 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
122 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
166 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
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167 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
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168 | int Swap_First; /* First stat player has selected to swap */ |
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169 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
123 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
170 | |
124 | |
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125 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
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126 | object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks |
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127 | object_ptr ACC (RW, golem); // the currently controlled golem |
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128 | |
171 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
129 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
172 | char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ |
130 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
173 | char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ |
131 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
174 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
132 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
175 | |
133 | |
176 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
134 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
177 | /* Note that for dragon players, this is filled in for them */ |
135 | /* Note that for dragon players, this is filled in for them */ |
178 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
136 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
179 | |
137 | |
180 | sint8 levhp[11]; /* What the player gained on that level */ |
138 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
181 | sint8 levsp[11]; /* Same for sp */ |
139 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
182 | sint8 levgrace[11]; /* And same for grace */ |
140 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
183 | |
141 | |
184 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
142 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
185 | |
143 | |
186 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ |
144 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
187 | char input_buf[MAX_BUF]; /* Holds command to run */ |
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188 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
145 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
189 | |
146 | |
190 | time_t ACC (RW, last_save_time); |
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191 | uint32 ACC (RW, last_save_tick); |
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192 | partylist *ACC (RW, party); /* Party this player is part of */ |
147 | partylist *ACC (RW, party); /* Party this player is part of */ |
193 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
148 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
194 | /* but we will have to get password first */ |
149 | /* but we will have to get password first */ |
195 | /* so we have to remember which party to */ |
150 | /* so we have to remember which party to */ |
196 | /* join */ |
151 | /* join */ |
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… | |
201 | object_ptr ACC (RW, mark); /* marked object */ |
156 | object_ptr ACC (RW, mark); /* marked object */ |
202 | /* Special DM fields */ |
157 | /* Special DM fields */ |
203 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
158 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
204 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
159 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
205 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
160 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
206 | /* the player can see. For maps smaller than */ |
161 | /* the player can see. For maps smaller than */ |
207 | /* MAP_CLIENT_.., the upper left is used */ |
162 | /* MAP_CLIENT_.., the upper left is used */ |
208 | }; |
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209 | |
163 | |
210 | struct player : zero_initialised, attachable<player>, player_pod |
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211 | { |
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212 | player *next; /* Pointer to next player, NULL if this is last */ |
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213 | client_socket *ACC (RO, socket); /* Socket information for this player */ |
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214 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
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215 | shstr invis_race; /* What race invisible to? */ |
164 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
216 | |
165 | |
217 | void clear () |
166 | MTH static player *create (); |
218 | { |
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219 | memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); |
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220 | attachable_clear (); |
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221 | invis_race = 0; |
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222 | |
167 | |
223 | for (int i = 0; i < NUM_OUTPUT_BUFS; i++) |
168 | static player *load_pl (object_thawer &thawer); |
224 | outputs[i].buf = 0; |
169 | MTH static player *load_pl (const char *path); |
225 | } |
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226 | }; |
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227 | |
170 | |
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171 | bool save_pl (object_freezer &freezer); |
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172 | MTH bool save_pl (const char *path); |
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173 | |
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174 | void do_destroy (); |
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175 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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176 | |
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177 | // wether the player can "see" this mapspace or not, decided by los |
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178 | // 0 - nothing see, 100 - fully visible |
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179 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
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180 | |
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181 | MTH void connect (client *ns); |
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182 | MTH void disconnect (); |
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183 | |
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184 | MTH void activate (); |
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185 | MTH void deactivate (); |
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186 | |
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187 | // enters the initial map, after login or creation |
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188 | MTH void enter_map (); |
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189 | |
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190 | MTH void chargen_race_done (); |
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191 | MTH void chargen_race_next (); |
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192 | |
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193 | ~player (); |
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194 | |
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195 | private: |
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196 | void set_object (object *op); |
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197 | player (); |
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198 | }; |
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199 | |
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200 | typedef object_vector<player, &player::active> playervec; |
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201 | |
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202 | extern playervec players; |
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203 | |
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204 | #define for_all_players(var) \ |
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205 | for (unsigned _i = 0; _i < players.size (); ++_i) \ |
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206 | declvar (player *, var, players [_i]) |
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207 | |