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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.50 by root, Sun Apr 29 21:44:35 2007 UTC vs.
Revision 1.64 by root, Sun Jul 1 05:00:18 2007 UTC

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.
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
25/* wand/rod/horn rolled into range_misc. They all use the same body location
26 * anyways.
27 */
28enum rangetype
29{
30 range_bottom = -1,
31 range_none,
32 range_bow,
33 range_magic,
34 range_misc,
35 range_golem,
36 range_skill,
37 range_builder,
38 range_size
39};
40 23
41enum bowtype_t 24enum bowtype_t
42{ 25{
43 bow_normal = 0, 26 bow_normal = 0,
44 bow_threewide = 1, 27 bow_threewide = 1,
99 82
100 sint64 ACC (RW, total_exp); 83 sint64 ACC (RW, total_exp);
101 uint32 ACC (RW, kills); 84 uint32 ACC (RW, kills);
102}; 85};
103 86
87// used for pet monster logic etc.
88static bool
89same_party (partylist *a, partylist *b)
90{
91 return a == b && a;
92}
93
104INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
105struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
106{ 96{
107 client *ACC (RO, ns); /* Socket information for this player */ 97 client *ACC (RO, ns); /* Socket information for this player */
108 object *ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player */
109 int ACC (RO, active); 99 object_vector_index ACC (RO, active);
110 100
111 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
112 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
113 petmode_t ACC (RW, petmode); /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
114 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
115 /* That not all are used, it is just nice to map this 1:1 */
116 /* With the range names */
117 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
118 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
119 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
120 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
121 107
122 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
123 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
124 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
125 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 111 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
126 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
127 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
128 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 */
115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
129 116
130 /* 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 */
131 bool ACC (RW, braced); /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
132 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 ? */
133 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 */
134 bool ACC (RW, fire_on); /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
135 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 */
136 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
137 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
138 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 */
139 125
140 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 */
127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
141 living ACC (RO, orig_stats); /* Permanent real stats of player */ 128 living ACC (RO, orig_stats); /* Permanent real stats of player */
142 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
143 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 */
131
132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
133 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
134 object_ptr ACC (RW, golem); // the currently controlled golem
135 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
144 136
145 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) */
146 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 */
147 shstr ACC (RW, maplevel); /* On which level is the player? */ 139 shstr ACC (RW, maplevel); /* On which level is the player? */
148 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 */
198 MTH void disconnect (); 190 MTH void disconnect ();
199 191
200 MTH void activate (); 192 MTH void activate ();
201 MTH void deactivate (); 193 MTH void deactivate ();
202 194
203 // enters the initial map, after login or creation
204 MTH void enter_map ();
205
206 MTH void set_range (rangetype r);
207 MTH bool legal_range (rangetype r) const;
208
209 MTH void chargen_race_done (); 195 MTH void chargen_race_done ();
210 MTH void chargen_race_next (); 196 MTH void chargen_race_next ();
197
198 MTH void set_observe (object *ob);
211 199
212 ~player (); 200 ~player ();
213 201
214private: 202private:
215 void set_object (object *op); 203 void set_object (object *op);
220 208
221extern playervec players; 209extern playervec players;
222 210
223#define for_all_players(var) \ 211#define for_all_players(var) \
224 for (unsigned _i = 0; _i < players.size (); ++_i) \ 212 for (unsigned _i = 0; _i < players.size (); ++_i) \
225 declvar (player *, var, players [_i]) 213 statementvar (player *, var, players [_i])
226 214

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