1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
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 (©) 2005,2006,2007,2008 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 it |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * it under the terms of the GNU General Public License as published by |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * 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, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
18 | * You should have received a copy of the GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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21 | * |
20 | * |
22 | * 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> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | enum bowtype_t |
24 | enum bowtype_t |
26 | { |
25 | { |
27 | bow_normal = 0, |
26 | bow_normal = 0, |
… | |
… | |
93 | } |
92 | } |
94 | |
93 | |
95 | INTERFACE_CLASS (player) |
94 | INTERFACE_CLASS (player) |
96 | struct player : zero_initialised, attachable |
95 | struct player : zero_initialised, attachable |
97 | { |
96 | { |
98 | 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 */ |
99 | object *ACC (RW, ob); /* The object representing the player */ |
98 | object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ |
100 | int ACC (RO, active); |
99 | object_vector_index ACC (RO, active); |
101 | |
100 | |
102 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
101 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
103 | petmode_t ACC (RW, petmode); /* which petmode? */ |
102 | petmode_t ACC (RW, petmode); /* which petmode? */ |
104 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
103 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
105 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
104 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
106 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
105 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
107 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
106 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
108 | |
107 | |
109 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
108 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
110 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
109 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
111 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
110 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
112 | 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 */ |
113 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
112 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
114 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
113 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
115 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
114 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ |
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115 | uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ |
116 | |
116 | |
117 | /* 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 */ |
118 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
118 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
119 | 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 ? */ |
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 */ |
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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 */ |
130 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
131 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
131 | |
132 | |
132 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
133 | 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, 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, golem); // the currently controlled golem |
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136 | object_ptr ACC (RW, observe); // the object that is being observed (or 0) |
135 | |
137 | |
136 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
138 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
137 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
139 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
138 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
140 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
139 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
141 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
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144 | |
146 | |
145 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
147 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
146 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
148 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
147 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
149 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
148 | |
150 | |
149 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
151 | object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ |
150 | |
152 | |
151 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
153 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
152 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
154 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
153 | |
155 | |
154 | partylist *ACC (RW, party); /* Party this player is part of */ |
156 | partylist *ACC (RW, party); /* Party this player is part of */ |
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162 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
164 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
163 | object_ptr ACC (RW, mark); /* marked object */ |
165 | object_ptr ACC (RW, mark); /* marked object */ |
164 | /* Special DM fields */ |
166 | /* Special DM fields */ |
165 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
167 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
166 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
168 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
167 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
169 | sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
168 | /* the player can see. For maps smaller than */ |
170 | /* the player can see. For maps smaller than */ |
169 | /* MAP_CLIENT_.., the upper left is used */ |
171 | /* MAP_CLIENT_.., the center is used */ |
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172 | |
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173 | // return the los value for the given coordinate |
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174 | MTH sint8 blocked_los (int dx, int dy) const |
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175 | { |
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176 | dx += LOS_X0; |
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177 | dy += LOS_Y0; |
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178 | |
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179 | return 0 <= dx && dx < MAP_CLIENT_X |
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180 | && 0 <= dy && dy < MAP_CLIENT_Y |
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181 | ? los[dx][dy] : LOS_BLOCKED; |
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182 | } |
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183 | |
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184 | // unchecked variant |
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185 | sint8 blocked_los_uc (int dx, int dy) const |
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186 | { |
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187 | return los[dx + LOS_X0][dy + LOS_Y0]; |
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188 | } |
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189 | |
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190 | MTH void clear_los (sint8 value = LOS_BLOCKED); |
170 | |
191 | |
171 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
192 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
172 | |
193 | |
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194 | MTH const char *killer_name () const; // makes a string out of ->killer |
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195 | |
173 | MTH static player *create (); |
196 | MTH static player *create (); |
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197 | static player *find (const_utf8_string name); |
174 | |
198 | |
175 | static player *load_pl (object_thawer &thawer); |
199 | static player *load_pl (object_thawer &thawer); |
176 | MTH static player *load_pl (const char *path); |
200 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
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201 | |
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202 | MTH void link_skills (); |
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203 | MTH object *find_skill (const char *name) const; |
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204 | object *find_skill (const shstr &name) const; |
177 | |
205 | |
178 | bool save_pl (object_freezer &freezer); |
206 | bool save_pl (object_freezer &freezer); |
179 | MTH bool save_pl (const char *path); |
207 | MTH bool save_pl (const char *path); |
180 | |
208 | |
181 | void do_destroy (); |
209 | void do_destroy (); |
182 | void gather_callbacks (AV *&callbacks, event_type event) const; |
210 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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211 | |
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212 | MTH dynbuf_text *expand_cfpod (const char *cfpod) const; |
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213 | |
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214 | MTH void touch () { dirty = true; } // need to touch when logged out and changed |
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215 | |
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216 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
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217 | { |
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218 | if (ns) |
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219 | ns->play_sound (sound, dx, dy); |
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220 | } |
183 | |
221 | |
184 | // wether the player can "see" this mapspace or not, decided by los |
222 | // wether the player can "see" this mapspace or not, decided by los |
185 | // 0 - nothing see, 100 - fully visible |
223 | // 0 - nothing see, 100 - fully visible |
186 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
224 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
187 | |
225 | |
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192 | MTH void deactivate (); |
230 | MTH void deactivate (); |
193 | |
231 | |
194 | MTH void chargen_race_done (); |
232 | MTH void chargen_race_done (); |
195 | MTH void chargen_race_next (); |
233 | MTH void chargen_race_next (); |
196 | |
234 | |
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235 | MTH void set_observe (object_ornull *ob); |
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236 | |
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237 | void send_msg (int color, const char *type, const char *msg) |
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238 | { |
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239 | ns->send_msg (color, type, msg); |
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240 | } |
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241 | |
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242 | // a prominent box that can easily be escaped away or so |
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243 | // should be used for informative output such as who, maps etc. |
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244 | // will stay on-screen |
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245 | MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK); |
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246 | |
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247 | // a prominent msg that signifies some important event, |
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248 | // an improvement potion effect potion. should not be long. |
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249 | // might time out after a while |
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250 | MTH void statusmsg (const char *msg, int color = NDI_BLACK); |
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251 | |
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252 | // a prominent box that signifies some error such as a failed |
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253 | // improvement potion. should not be long. |
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254 | MTH void failmsg (const char *msg, int color = NDI_RED); |
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255 | |
197 | ~player (); |
256 | ~player (); |
198 | |
257 | |
199 | private: |
258 | private: |
200 | void set_object (object *op); |
259 | void set_object (object *op); |
201 | player (); |
260 | player (); |
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204 | typedef object_vector<player, &player::active> playervec; |
263 | typedef object_vector<player, &player::active> playervec; |
205 | |
264 | |
206 | extern playervec players; |
265 | extern playervec players; |
207 | |
266 | |
208 | #define for_all_players(var) \ |
267 | #define for_all_players(var) \ |
209 | for (unsigned _i = 0; _i < players.size (); ++_i) \ |
268 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
210 | declvar (player *, var, players [_i]) |
269 | statementvar (player *, var, ::players [_i]) |
211 | |
270 | |
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271 | inline void |
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272 | object::statusmsg (const char *msg, int color) |
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273 | { |
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274 | if (expect_true (contr)) contr->statusmsg (msg, color); |
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275 | } |
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276 | |
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277 | inline void |
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278 | object::failmsg (const char *msg, int color) |
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279 | { |
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280 | if (expect_true (contr)) contr->failmsg (msg, color); |
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281 | } |