1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | enum bowtype_t |
25 | enum bowtype_t |
26 | { |
26 | { |
27 | bow_normal = 0, |
27 | bow_normal = 0, |
… | |
… | |
83 | |
83 | |
84 | sint64 ACC (RW, total_exp); |
84 | sint64 ACC (RW, total_exp); |
85 | uint32 ACC (RW, kills); |
85 | uint32 ACC (RW, kills); |
86 | }; |
86 | }; |
87 | |
87 | |
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88 | // used for pet monster logic etc. |
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89 | static bool |
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90 | same_party (partylist *a, partylist *b) |
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91 | { |
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92 | return a == b && a; |
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93 | } |
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94 | |
88 | INTERFACE_CLASS (player) |
95 | INTERFACE_CLASS (player) |
89 | struct player : zero_initialised, attachable |
96 | struct player : zero_initialised, attachable |
90 | { |
97 | { |
91 | client *ACC (RO, ns); /* Socket information for this player */ |
98 | client *ACC (RO, ns); /* Socket information for this player */ |
92 | object *ACC (RW, ob); /* The object representing the player */ |
99 | object *ACC (RW, ob); /* The object representing the player */ |
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111 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
118 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
112 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
119 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
113 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
120 | bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ |
114 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
121 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
115 | bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
122 | bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ |
116 | bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ |
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117 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
123 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
118 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
124 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
119 | |
125 | |
120 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
126 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
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127 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
121 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
128 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
122 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
129 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
123 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
130 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
124 | |
131 | |
125 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
132 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
126 | object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks |
133 | object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks |
127 | object_ptr ACC (RW, golem); // the currently controlled golem |
134 | object_ptr ACC (RW, golem); // the currently controlled golem |
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135 | object_ptr ACC (RW, observe); // the object that is being observed (or 0) |
128 | |
136 | |
129 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
137 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
130 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
138 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
131 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
139 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
132 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
140 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
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182 | MTH void disconnect (); |
190 | MTH void disconnect (); |
183 | |
191 | |
184 | MTH void activate (); |
192 | MTH void activate (); |
185 | MTH void deactivate (); |
193 | MTH void deactivate (); |
186 | |
194 | |
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 (); |
195 | MTH void chargen_race_done (); |
191 | MTH void chargen_race_next (); |
196 | MTH void chargen_race_next (); |
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197 | |
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198 | MTH void set_observe (object *ob); |
192 | |
199 | |
193 | ~player (); |
200 | ~player (); |
194 | |
201 | |
195 | private: |
202 | private: |
196 | void set_object (object *op); |
203 | void set_object (object *op); |