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 | /* wand/rod/horn rolled into range_misc. They all use the same body location |
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26 | * anyways. |
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27 | */ |
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28 | enum rangetype |
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29 | { |
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30 | range_bottom = -1, |
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31 | range_none = 0, |
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32 | range_bow = 1, |
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33 | range_magic = 2, |
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34 | range_misc = 3, |
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35 | range_golem = 4, |
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36 | range_skill = 5, |
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37 | range_builder = 6, |
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38 | range_size = 7 |
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39 | }; |
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40 | |
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41 | enum bowtype_t |
25 | enum bowtype_t |
42 | { |
26 | { |
43 | bow_normal = 0, |
27 | bow_normal = 0, |
44 | bow_threewide = 1, |
28 | bow_threewide = 1, |
45 | bow_spreadshot = 2, |
29 | bow_spreadshot = 2, |
46 | bow_n = 3, /* must stay at 3 */ |
30 | bow_n = 3, /* must stay at 3 */ |
47 | bow_ne = 4, |
31 | bow_ne = 4, |
48 | bow_e = 5, |
32 | bow_e = 5, |
49 | bow_se = 6, |
33 | bow_se = 6, |
50 | bow_s = 7, |
34 | bow_s = 7, |
51 | bow_sw = 8, |
35 | bow_sw = 8, |
52 | bow_w = 9, |
36 | bow_w = 9, |
53 | bow_nw = 10, /* must stay at 10 */ |
37 | bow_nw = 10, /* must stay at 10 */ |
54 | bow_bestarrow = 11 |
38 | bow_bestarrow = 11 |
55 | }; |
39 | }; |
56 | |
40 | |
57 | enum petmode_t |
41 | enum petmode_t |
58 | { |
42 | { |
59 | pet_normal = 0, |
43 | pet_normal = 0, |
60 | pet_sad = 1, |
44 | pet_sad = 1, |
61 | pet_defend = 2, |
45 | pet_defend = 2, |
62 | pet_arena = 3 |
46 | pet_arena = 3, |
63 | }; |
47 | }; |
64 | |
48 | |
65 | enum usekeytype |
49 | enum usekeytype |
66 | { |
50 | { |
67 | key_inventory = 0, |
51 | key_inventory = 0, |
68 | keyrings = 1, |
52 | keyrings = 1, |
69 | containers = 2 |
53 | containers = 2, |
70 | }; |
54 | }; |
71 | |
55 | |
72 | /* 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 |
73 | * an object before we can apply another one. |
57 | * an object before we can apply another one. |
74 | */ |
58 | */ |
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102 | }; |
86 | }; |
103 | |
87 | |
104 | INTERFACE_CLASS (player) |
88 | INTERFACE_CLASS (player) |
105 | struct player : zero_initialised, attachable |
89 | struct player : zero_initialised, attachable |
106 | { |
90 | { |
107 | client *ACC (RO, ns); /* Socket information for this player */ |
91 | client *ACC (RO, ns); /* Socket information for this player */ |
108 | object *ACC (RW, ob); /* The object representing the player */ |
92 | object *ACC (RW, ob); /* The object representing the player */ |
109 | int ACC (RO, active); |
93 | int ACC (RO, active); |
110 | |
94 | |
111 | rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ |
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112 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
95 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
113 | petmode_t ACC (RW, petmode); /* which petmode? */ |
96 | petmode_t ACC (RW, petmode); /* which petmode? */ |
114 | object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ |
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115 | /* That not all are used, it is just nice to map this 1:1 */ |
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116 | /* With the range names */ |
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117 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
97 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
118 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
98 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
119 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
99 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
120 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
100 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
121 | |
101 | |
122 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
102 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
123 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
103 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
124 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
104 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
125 | 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 */ |
126 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
106 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
127 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
107 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
128 | 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 */ |
129 | |
109 | |
130 | /* 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 */ |
131 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
111 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
132 | 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 ? */ |
133 | 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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139 | |
119 | |
140 | 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 */ |
141 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
121 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
142 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
122 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
143 | 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 |
144 | |
128 | |
145 | 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) */ |
146 | 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 */ |
147 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
131 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
148 | 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 */ |