1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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 |
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 3 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, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | enum bowtype_t |
24 | enum bowtype_t |
26 | { |
25 | { |
27 | bow_normal = 0, |
26 | bow_normal = 0, |
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83 | |
82 | |
84 | sint64 ACC (RW, total_exp); |
83 | sint64 ACC (RW, total_exp); |
85 | uint32 ACC (RW, kills); |
84 | uint32 ACC (RW, kills); |
86 | }; |
85 | }; |
87 | |
86 | |
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87 | // used for pet monster logic etc. |
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88 | static bool |
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89 | same_party (partylist *a, partylist *b) |
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90 | { |
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91 | return a == b && a; |
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92 | } |
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93 | |
88 | INTERFACE_CLASS (player) |
94 | INTERFACE_CLASS (player) |
89 | struct player : zero_initialised, attachable |
95 | struct player : zero_initialised, attachable |
90 | { |
96 | { |
91 | client *ACC (RO, ns); /* Socket information for this player */ |
97 | client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ |
92 | object *ACC (RW, ob); /* The object representing the player */ |
98 | object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ |
93 | int ACC (RO, active); |
99 | object_vector_index ACC (RO, active); |
94 | |
100 | |
95 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
101 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
96 | petmode_t ACC (RW, petmode); /* which petmode? */ |
102 | petmode_t ACC (RW, petmode); /* which petmode? */ |
97 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
103 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
98 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
104 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
99 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
105 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
100 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
106 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
101 | |
107 | |
102 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
108 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
103 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
109 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
104 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
110 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
105 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
111 | int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
106 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
112 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
107 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
113 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
108 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
114 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
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115 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ |
109 | |
116 | |
110 | /* Try to put all the bitfields together - saves some small amount of memory */ |
117 | /* Try to put all the bitfields together - saves some small amount of memory */ |
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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162 | /* MAP_CLIENT_.., the upper left is used */ |
170 | /* MAP_CLIENT_.., the upper left is used */ |
163 | |
171 | |
164 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
172 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
165 | |
173 | |
166 | MTH static player *create (); |
174 | MTH static player *create (); |
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175 | static player *find (const_utf8_string name); |
167 | |
176 | |
168 | static player *load_pl (object_thawer &thawer); |
177 | static player *load_pl (object_thawer &thawer); |
169 | MTH static player *load_pl (const char *path); |
178 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
170 | |
179 | |
171 | bool save_pl (object_freezer &freezer); |
180 | bool save_pl (object_freezer &freezer); |
172 | MTH bool save_pl (const char *path); |
181 | MTH bool save_pl (const char *path); |
173 | |
182 | |
174 | void do_destroy (); |
183 | void do_destroy (); |
175 | void gather_callbacks (AV *&callbacks, event_type event) const; |
184 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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185 | |
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186 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
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187 | { |
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188 | if (ns) |
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189 | ns->play_sound (sound, dx, dy); |
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190 | } |
176 | |
191 | |
177 | // wether the player can "see" this mapspace or not, decided by los |
192 | // wether the player can "see" this mapspace or not, decided by los |
178 | // 0 - nothing see, 100 - fully visible |
193 | // 0 - nothing see, 100 - fully visible |
179 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
194 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
180 | |
195 | |
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182 | MTH void disconnect (); |
197 | MTH void disconnect (); |
183 | |
198 | |
184 | MTH void activate (); |
199 | MTH void activate (); |
185 | MTH void deactivate (); |
200 | MTH void deactivate (); |
186 | |
201 | |
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 (); |
202 | MTH void chargen_race_done (); |
191 | MTH void chargen_race_next (); |
203 | MTH void chargen_race_next (); |
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204 | |
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205 | MTH void set_observe (object *ob); |
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206 | |
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207 | void send_msg (int color, const char *type, const char *msg) |
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208 | { |
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209 | ns->send_msg (color, type, msg); |
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210 | } |
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211 | |
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212 | // a prominent box that can easily be escaped away or so |
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213 | // should be used for informative output such as who, maps etc. |
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214 | // will stay on-screen |
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215 | void infobox (const char *title, const char *msg, int color = NDI_BLACK); |
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216 | |
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217 | // a prominent msg that signifies some important event, |
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218 | // an improvement potion effect potion. should not be long. |
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219 | // might time out after a while |
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220 | void statusmsg (const char *msg, int color = NDI_BLACK); |
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221 | |
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222 | // a prominent box that signifies some error such as a failed |
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223 | // improvement potion. should not be long. |
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224 | void failmsg (const char *msg, int color = NDI_RED); |
192 | |
225 | |
193 | ~player (); |
226 | ~player (); |
194 | |
227 | |
195 | private: |
228 | private: |
196 | void set_object (object *op); |
229 | void set_object (object *op); |
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200 | typedef object_vector<player, &player::active> playervec; |
233 | typedef object_vector<player, &player::active> playervec; |
201 | |
234 | |
202 | extern playervec players; |
235 | extern playervec players; |
203 | |
236 | |
204 | #define for_all_players(var) \ |
237 | #define for_all_players(var) \ |
205 | for (unsigned _i = 0; _i < players.size (); ++_i) \ |
238 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
206 | declvar (player *, var, players [_i]) |
239 | statementvar (player *, var, ::players [_i]) |
207 | |
240 | |
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241 | inline void |
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242 | object::statusmsg (const char *msg, int color) |
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243 | { |
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244 | if (expect_true (contr)) contr->statusmsg (msg, color); |
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245 | } |
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246 | |
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247 | inline void |
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248 | object::failmsg (const char *msg, int color) |
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249 | { |
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250 | if (expect_true (contr)) contr->failmsg (msg, color); |
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251 | } |