--- deliantra/server/include/player.h 2007/06/03 17:05:36 1.60
+++ deliantra/server/include/player.h 2009/11/11 04:45:22 1.98
@@ -1,26 +1,30 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 2 of the License, or (at your option)
- * any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero 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.
+ * 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 Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
- * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
+#ifndef PLAYER_H_
+#define PLAYER_H_
+
+//+GPL
enum bowtype_t
{
@@ -86,7 +90,7 @@
};
// used for pet monster logic etc.
-static bool
+static inline bool
same_party (partylist *a, partylist *b)
{
return a == b && a;
@@ -95,9 +99,9 @@
INTERFACE_CLASS (player)
struct player : zero_initialised, attachable
{
- client *ACC (RO, ns); /* Socket information for this player */
- object *ACC (RW, ob); /* The object representing the player */
- int ACC (RO, active);
+ 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? */
@@ -106,13 +110,14 @@
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 */
+ 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, gender); /* 0 male, 1 female, others not yet defined */
+ uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
/* Try to put all the bitfields together - saves some small amount of memory */
bool ACC (RW, braced); /* Will not move if braced, only attack */
@@ -122,6 +127,7 @@
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 */
+ bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
@@ -132,7 +138,8 @@
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)
+ object_ptr ACC (RW, observe); // the object that is being observed (never 0)
+ object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
shstr ACC (RW, savebed_map); /* map where player will respawn after death */
@@ -147,7 +154,7 @@
sint8 ACC (RW, levsp[11]); /* Same for sp */
sint8 ACC (RW, levgrace[11]); /* And same for grace */
- char ACC (RW, killer)[64]; /* Who killed this player. */
+ object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
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 */
@@ -157,7 +164,7 @@
/* but we will have to get password first */
/* so we have to remember which party to */
/* join */
- char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
+ char ACC (RW, search_str)[256]; /* Item we are looking for */
sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
@@ -165,16 +172,56 @@
/* Special DM fields */
tag_t *stack_items; /* Item stack for patch/dump/... commands */
int ACC (RW, stack_position); /* Current stack position, 0 for no item */
- sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
- /* the player can see. For maps smaller than */
- /* MAP_CLIENT_.., the upper left is used */
+ sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
+ /* the player can see. For maps smaller than */
+ /* MAP_CLIENT_.., the center is used */
+
+//-GPL
+
+ // stats updates are very costly, so delay them if at all possible
+ bool ACC (RW, delayed_update);
+ void queue_stats_update ()
+ {
+ delayed_update = true;
+ }
+ void need_updated_stats ()
+ {
+ if (delayed_update)
+ ob->update_stats ();
+ }
+
+ // return the los value for the given coordinate
+ MTH sint8 blocked_los (int dx, int dy) const
+ {
+ dx += LOS_X0;
+ dy += LOS_Y0;
+
+ return 0 <= dx && dx < MAP_CLIENT_X
+ && 0 <= dy && dy < MAP_CLIENT_Y
+ ? los[dx][dy] : LOS_BLOCKED;
+ }
+
+ // unchecked variant
+ sint8 blocked_los_uc (int dx, int dy) const
+ {
+ return los[dx + LOS_X0][dy + LOS_Y0];
+ }
+
+ MTH void clear_los (sint8 value = LOS_BLOCKED);
+ MTH void update_los ();
shstr ACC (RW, invis_race); /* What race invisible to? */
+ MTH const char *killer_name () const; // makes a string out of ->killer
+
MTH static player *create ();
+ static player *find (const_utf8_string name);
static player *load_pl (object_thawer &thawer);
- MTH static player *load_pl (const char *path);
+ MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
+
+ MTH void link_skills ();
+ MTH object *find_skill (shstr_cmp name) const;
bool save_pl (object_freezer &freezer);
MTH bool save_pl (const char *path);
@@ -182,9 +229,19 @@
void do_destroy ();
void gather_callbacks (AV *&callbacks, event_type event) const;
+ MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
+
+ MTH void touch () { dirty = true; } // need to touch when logged out and changed
+
+ 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;
+ // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
+ MTH sint8 darkness_at (maptile *map, int x, int y) const;
MTH void connect (client *ns);
MTH void disconnect ();
@@ -195,7 +252,33 @@
MTH void chargen_race_done ();
MTH void chargen_race_next ();
- MTH void set_observe (object *ob);
+ MTH void set_observe (object_ornull *ob);
+ MTH void set_viewpoint (object_ornull *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
+ MTH 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
+ MTH 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.
+ MTH void failmsg (const char *msg, int color = NDI_RED);
+
+ MTH void update_spells () const
+ {
+ if (ns)
+ ns->update_spells = true;
+ }
~player ();
@@ -209,6 +292,23 @@
extern playervec players;
#define for_all_players(var) \
- for (unsigned _i = 0; _i < players.size (); ++_i) \
- declvar (player *, var, players [_i])
+ for (unsigned _i = 0; _i < ::players.size (); ++_i) \
+ statementvar (player *, var, ::players [_i])
+
+#define for_all_players_on_map(var,mapp) \
+ for_all_players(var) \
+ if ((var)->ob->map == (mapp))
+
+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);
+}
+#endif