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Comparing deliantra/server/include/player.h (file contents):
Revision 1.66 by root, Tue Aug 7 22:13:52 2007 UTC vs.
Revision 1.76 by root, Wed Apr 23 07:25:54 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24enum bowtype_t 24enum bowtype_t
25{ 25{
26 bow_normal = 0, 26 bow_normal = 0,
92} 92}
93 93
94INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
95struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
96{ 96{
97 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 */
98 object *ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
99 object_vector_index ACC (RO, active); 99 object_vector_index ACC (RO, active);
100 100
101 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
102 petmode_t ACC (RW, petmode); /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
120 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 */
121 bool ACC (RW, fire_on); /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
122 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 */
123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
124 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 */
125 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
125 126
126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 127 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 128 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 living ACC (RO, orig_stats); /* Permanent real stats of player */ 129 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
170 /* MAP_CLIENT_.., the upper left is used */ 171 /* MAP_CLIENT_.., the upper left is used */
171 172
172 shstr ACC (RW, invis_race); /* What race invisible to? */ 173 shstr ACC (RW, invis_race); /* What race invisible to? */
173 174
174 MTH static player *create (); 175 MTH static player *create ();
176 static player *find (const_utf8_string name);
175 177
176 static player *load_pl (object_thawer &thawer); 178 static player *load_pl (object_thawer &thawer);
177 MTH static player *load_pl (const char *path); 179 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
178 180
179 bool save_pl (object_freezer &freezer); 181 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path); 182 MTH bool save_pl (const char *path);
181 183
182 void do_destroy (); 184 void do_destroy ();
201 MTH void chargen_race_done (); 203 MTH void chargen_race_done ();
202 MTH void chargen_race_next (); 204 MTH void chargen_race_next ();
203 205
204 MTH void set_observe (object *ob); 206 MTH void set_observe (object *ob);
205 207
208 void send_msg (int color, const char *type, const char *msg)
209 {
210 ns->send_msg (color, type, msg);
211 }
212
213 // a prominent box that can easily be escaped away or so
214 // should be used for informative output such as who, maps etc.
215 // will stay on-screen
216 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
217
218 // a prominent msg that signifies some important event,
219 // an improvement potion effect potion. should not be long.
220 // might time out after a while
221 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
222
223 // a prominent box that signifies some error such as a failed
224 // improvement potion. should not be long.
225 MTH void failmsg (const char *msg, int color = NDI_RED);
226
206 ~player (); 227 ~player ();
207 228
208private: 229private:
209 void set_object (object *op); 230 void set_object (object *op);
210 player (); 231 player ();
216 237
217#define for_all_players(var) \ 238#define for_all_players(var) \
218 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 239 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
219 statementvar (player *, var, ::players [_i]) 240 statementvar (player *, var, ::players [_i])
220 241
242inline void
243object::statusmsg (const char *msg, int color)
244{
245 if (expect_true (contr)) contr->statusmsg (msg, color);
246}
247
248inline void
249object::failmsg (const char *msg, int color)
250{
251 if (expect_true (contr)) contr->failmsg (msg, color);
252}

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