--- deliantra/server/include/player.h 2006/12/23 15:49:40 1.34
+++ deliantra/server/include/player.h 2007/09/01 08:03:45 1.72
@@ -1,62 +1,38 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program 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.
-
- 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 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
-*/
-
-#define NUM_OUTPUT_BUFS 5
-struct Output_Buf
-{
- shstr buf; /* Actual string pointer */
- uint32 first_update; /* First time this message was stored */
- uint16 count; /* How many times we got this message */
-};
-
-/* wand/rod/horn rolled into range_misc. They all use the same body location
- * anyways.
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * 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
+ *
+ * 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 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.
+ *
+ * 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
*/
-enum rangetype
-{
- range_bottom = -1,
- range_none = 0,
- range_bow = 1,
- range_magic = 2,
- range_misc = 3,
- range_golem = 4,
- range_skill = 5,
- range_builder = 6,
- range_size = 7
-};
enum bowtype_t
{
- bow_normal = 0,
- bow_threewide = 1,
+ bow_normal = 0,
+ bow_threewide = 1,
bow_spreadshot = 2,
- bow_n = 3, /* must stay at 3 */
+ bow_n = 3, /* must stay at 3 */
bow_ne = 4,
- bow_e = 5,
+ bow_e = 5,
bow_se = 6,
- bow_s = 7,
+ bow_s = 7,
bow_sw = 8,
- bow_w = 9,
+ bow_w = 9,
bow_nw = 10, /* must stay at 10 */
bow_bestarrow = 11
};
@@ -64,16 +40,16 @@
enum petmode_t
{
pet_normal = 0,
- pet_sad = 1,
+ pet_sad = 1,
pet_defend = 2,
- pet_arena = 3
+ pet_arena = 3,
};
enum usekeytype
{
key_inventory = 0,
- keyrings = 1,
- containers = 2
+ keyrings = 1,
+ containers = 2,
};
/* This is used to control what to do when we need to unapply
@@ -90,84 +66,77 @@
};
/* not really the player, but tied pretty closely */
+INTERFACE_CLASS (partylist)
struct partylist
{
- char *partyleader;
- char passwd[9];
- partylist *next;
- char *partyname;
+ char *ACC (RW, partyleader);
+ char ACC (RW, passwd)[9];
+ partylist *ACC (RW, next);
+ char *ACC (RW, partyname);
-#ifdef PARTY_KILL_LOG
struct party_kill
{
char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
sint64 exp;
} party_kills[PARTY_KILL_LOG];
-#endif
- sint64 total_exp;
- uint32 kills;
-};
-
-#define for_all_players(var) for (player *var = first_player; var; var = var->next)
-
-ACC_CLASS (player)
-struct player : zero_initialised, refcounted, attachable
-{
- player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
- client *ACC (RO, ns); /* Socket information for this player */
- object_ptr ACC (RW, ob); /* The object representing the player */
- maptile *loading; /* When entering a map in progress of loading, not really used */
- rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
- bowtype_t ACC (RW, bowtype); /* which firemode? */
- petmode_t ACC (RW, petmode); /* which petmode? */
- object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
- /* That not all are used, it is just nice to map this 1:1 */
- /* With the range names */
- usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
- unapplymode ACC (RW, unapply); /* Method for auto unapply */
- 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 */
- uint8 ACC (RW, listening); /* Which priority will be used in info_all */
- sint8 ACC (RW, last_level); /* Last level we sent to client */
- /* Try to put all the bitfields together - saves some small amount of memory */
- uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
- uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
- uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
- uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
- uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
- uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
- uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
- uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
- uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
+ sint64 ACC (RW, total_exp);
+ uint32 ACC (RW, kills);
+};
- object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
- sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
+// 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, 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? */
+ usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
+ unapplymode ACC (RW, unapply); /* Method for auto unapply */
+ uint32 ACC (RW, count); /* Any numbers typed before a command */
+ uint32 ACC (RW, mode); /* Mode of player for pickup. */
+
+ 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 */
+ bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
+ 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, 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, last_weapon_sp); /* if diff than weapon_sp, update client */
- uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
- sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
- sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
- uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
- uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
- uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
+ float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
living ACC (RO, orig_stats); /* Permanent real stats of player */
- living ACC (RO, last_stats); /* Last stats as sent to client */
- float ACC (RW, last_speed); /* Last speed as sent to client */
- sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
+ object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
+ 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) */
- char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
- char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
+ shstr ACC (RW, savebed_map); /* map where player will respawn after death */
+ shstr ACC (RW, maplevel); /* On which level is the player? */
char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
@@ -183,8 +152,6 @@
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 */
- time_t ACC (RW, last_save_time);
- uint32 ACC (RW, last_save_tick);
partylist *ACC (RW, party); /* Party this player is part of */
partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
/* but we will have to get password first */
@@ -203,14 +170,58 @@
/* MAP_CLIENT_.., the upper left is used */
shstr ACC (RW, invis_race); /* What race invisible to? */
- bool ACC (RW, enable_save);
- Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
- static player *create ();
- static player *load (const char *path);
- void save (bool final = false);
+ MTH static player *create ();
+ static player *find (const char *name);
+
+ static player *load_pl (object_thawer &thawer);
+ MTH static player *load_pl (const char *path);
- void connect (client *ns);
+ bool save_pl (object_freezer &freezer);
+ MTH bool save_pl (const char *path);
+
+ 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;
+
+ MTH void connect (client *ns);
+ MTH void disconnect ();
+
+ MTH void activate ();
+ MTH void deactivate ();
+
+ 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 *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
+ 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.
+ void failmsg (const char *msg, int color = NDI_RED);
~player ();
@@ -219,3 +230,22 @@
player ();
};
+typedef object_vector playervec;
+
+extern playervec players;
+
+#define for_all_players(var) \
+ 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);
+}