--- deliantra/server/include/player.h 2007/06/03 17:05:36 1.60
+++ deliantra/server/include/player.h 2008/05/06 16:55:26 1.79
@@ -1,25 +1,24 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * 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 (at your option)
- * any later version.
+ * Deliantra 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 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 GNU General Public License
- * for more details.
+ * 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
+ * GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License along
- * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
- * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
enum bowtype_t
@@ -95,9 +94,9 @@
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? */
@@ -106,13 +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 */
@@ -122,6 +122,7 @@
bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
+ bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
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
@@ -147,7 +148,7 @@
sint8 ACC (RW, levsp[11]); /* Same for sp */
sint8 ACC (RW, levgrace[11]); /* And same for grace */
- char ACC (RW, killer)[64]; /* Who killed this player. */
+ object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
@@ -171,10 +172,13 @@
shstr ACC (RW, invis_race); /* What race invisible to? */
+ MTH const char *killer_name () const; // makes a string out of ->killer
+
MTH static player *create ();
+ static player *find (const_utf8_string name);
static player *load_pl (object_thawer &thawer);
- MTH static player *load_pl (const char *path);
+ MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
bool save_pl (object_freezer &freezer);
MTH bool save_pl (const char *path);
@@ -182,6 +186,14 @@
void do_destroy ();
void gather_callbacks (AV *&callbacks, event_type event) const;
+ MTH void touch () { dirty = true; } // need to touch when logged out and changed
+
+ 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;
@@ -197,6 +209,25 @@
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
+ MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
+
+ // a prominent msg that signifies some important event,
+ // an improvement potion effect potion. should not be long.
+ // might time out after a while
+ MTH void statusmsg (const char *msg, int color = NDI_BLACK);
+
+ // a prominent box that signifies some error such as a failed
+ // improvement potion. should not be long.
+ MTH void failmsg (const char *msg, int color = NDI_RED);
+
~player ();
private:
@@ -209,6 +240,17 @@
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);
+}