--- deliantra/server/include/player.h 2007/05/01 05:48:20 1.53
+++ deliantra/server/include/player.h 2007/08/16 11:34:29 1.69
@@ -1,25 +1,24 @@
/*
- * CrossFire, A Multiplayer game
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- * Copyright (C) 1992 Frank Tore Johansen
+ * 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
*
- * This program is free software; you can redistribute it and/or modify
+ * 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 2 of the License, or
+ * 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
+ * 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@schmorp.de
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
enum bowtype_t
@@ -85,12 +84,19 @@
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 */
- object *ACC (RW, ob); /* The object representing the player */
- int ACC (RO, active);
+ 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? */
@@ -99,13 +105,14 @@
uint32 ACC (RW, count); /* Any numbers typed before a command */
uint32 ACC (RW, mode); /* Mode of player for pickup. */
- sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
- sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
- sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
- sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
- sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
- sint16 ACC (RW, item_power); /* Total item power of objects equipped */
+ 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 */
@@ -113,11 +120,11 @@
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, has_hit); /* If set, weapon_sp instead of speed will count */
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 */
@@ -125,6 +132,7 @@
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 */
@@ -174,6 +182,12 @@
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;
@@ -184,12 +198,40 @@
MTH void activate ();
MTH void deactivate ();
- // enters the initial map, after login or creation
- MTH void enter_map ();
-
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 *msg, int color = NDI_BLACK)
+ {
+ send_msg (NDI_REPLY, LOG_CHANNEL, msg);
+ }
+
+ // 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)
+ {
+ send_msg (NDI_REPLY | color, INFO_CHANNEL, msg);
+ }
+
+ // 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)
+ {
+ play_sound (sound_find ("generic_failure"));
+ statusmsg (msg, color);
+ }
+
~player ();
private:
@@ -202,6 +244,17 @@
extern playervec players;
#define for_all_players(var) \
- for (unsigned _i = 0; _i < players.size (); ++_i) \
- declvar (player *, var, players [_i])
+ 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);
+}