1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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 | * |
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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@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
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 | */ |
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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 | |
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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 | */ |
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110 | }; |
86 | }; |
111 | |
87 | |
112 | INTERFACE_CLASS (player) |
88 | INTERFACE_CLASS (player) |
113 | struct player : zero_initialised, attachable |
89 | struct player : zero_initialised, attachable |
114 | { |
90 | { |
115 | client *ACC (RO, ns); /* Socket information for this player */ |
91 | client *ACC (RO, ns); /* Socket information for this player */ |
116 | object *ACC (RW, ob); /* The object representing the player */ |
92 | object *ACC (RW, ob); /* The object representing the player */ |
117 | int ACC (RO, active); |
93 | int ACC (RO, active); |
118 | |
94 | |
119 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
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120 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
95 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
121 | petmode_t ACC (RW, petmode); /* which petmode? */ |
96 | petmode_t ACC (RW, petmode); /* which petmode? */ |
122 | object_ptr ACC (RW, 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 ACC (RW, usekeys); /* Method for finding keys for doors */ |
97 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
126 | unapplymode ACC (RW, 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, listening); /* Which priority will be used in info_all */ |
108 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
137 | |
109 | |
138 | /* 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 */ |
139 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
111 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
140 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
112 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
141 | bool ACC (RW, do_los); /* 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 */ |
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147 | |
119 | |
148 | 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 */ |
149 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
121 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
150 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
122 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
151 | 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 */ |
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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 |
152 | |
128 | |
153 | 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) */ |
154 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
130 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
155 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
131 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
156 | 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 */ |
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184 | 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 */ |
185 | /* the player can see. For maps smaller than */ |
161 | /* the player can see. For maps smaller than */ |
186 | /* MAP_CLIENT_.., the upper left is used */ |
162 | /* MAP_CLIENT_.., the upper left is used */ |
187 | |
163 | |
188 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
164 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
189 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
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190 | |
165 | |
191 | MTH static player *create (); |
166 | MTH static player *create (); |
192 | |
167 | |
193 | static player *load_pl (object_thawer &thawer); |
168 | static player *load_pl (object_thawer &thawer); |
194 | MTH static player *load_pl (const char *path); |
169 | MTH static player *load_pl (const char *path); |
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210 | MTH void deactivate (); |
185 | MTH void deactivate (); |
211 | |
186 | |
212 | // enters the initial map, after login or creation |
187 | // enters the initial map, after login or creation |
213 | MTH void enter_map (); |
188 | MTH void enter_map (); |
214 | |
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 | |
215 | ~player (); |
193 | ~player (); |
216 | |
194 | |
217 | private: |
195 | private: |
218 | void set_object (object *op); |
196 | void set_object (object *op); |
219 | player (); |
197 | player (); |
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222 | typedef object_vector<player, &player::active> playervec; |
200 | typedef object_vector<player, &player::active> playervec; |
223 | |
201 | |
224 | extern playervec players; |
202 | extern playervec players; |
225 | |
203 | |
226 | #define for_all_players(var) \ |
204 | #define for_all_players(var) \ |
227 | for (int _i = 0; _i < players.size (); ++_i) \ |
205 | for (unsigned _i = 0; _i < players.size (); ++_i) \ |
228 | declvar (player *, var, players [_i]) |
206 | declvar (player *, var, players [_i]) |
229 | |
207 | |