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Comparing deliantra/server/include/player.h (file contents):
Revision 1.69 by root, Thu Aug 16 11:34:29 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,
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 ();
209 } 211 }
210 212
211 // a prominent box that can easily be escaped away or so 213 // a prominent box that can easily be escaped away or so
212 // should be used for informative output such as who, maps etc. 214 // should be used for informative output such as who, maps etc.
213 // will stay on-screen 215 // will stay on-screen
214 void infobox (const char *msg, int color = NDI_BLACK) 216 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
215 {
216 send_msg (NDI_REPLY, LOG_CHANNEL, msg);
217 }
218 217
219 // a prominent msg that signifies some important event, 218 // a prominent msg that signifies some important event,
220 // an improvement potion effect potion. should not be long. 219 // an improvement potion effect potion. should not be long.
221 // might time out after a while 220 // might time out after a while
222 void statusmsg (const char *msg, int color = NDI_BLACK) 221 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
223 {
224 send_msg (NDI_REPLY | color, INFO_CHANNEL, msg);
225 }
226 222
227 // a prominent box that signifies some error such as a failed 223 // a prominent box that signifies some error such as a failed
228 // improvement potion. should not be long. 224 // improvement potion. should not be long.
229 void failmsg (const char *msg, int color = NDI_RED) 225 MTH void failmsg (const char *msg, int color = NDI_RED);
230 {
231 play_sound (sound_find ("generic_failure"));
232 statusmsg (msg, color);
233 }
234 226
235 ~player (); 227 ~player ();
236 228
237private: 229private:
238 void set_object (object *op); 230 void set_object (object *op);

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