1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * 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 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. |
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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 <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, |
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83 | |
82 | |
84 | sint64 ACC (RW, total_exp); |
83 | sint64 ACC (RW, total_exp); |
85 | uint32 ACC (RW, kills); |
84 | uint32 ACC (RW, kills); |
86 | }; |
85 | }; |
87 | |
86 | |
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87 | // used for pet monster logic etc. |
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88 | static bool |
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89 | same_party (partylist *a, partylist *b) |
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90 | { |
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91 | return a == b && a; |
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92 | } |
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93 | |
88 | INTERFACE_CLASS (player) |
94 | INTERFACE_CLASS (player) |
89 | struct player : zero_initialised, attachable |
95 | struct player : zero_initialised, attachable |
90 | { |
96 | { |
91 | 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 */ |
92 | object *ACC (RW, ob); /* The object representing the player */ |
98 | object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ |
93 | int ACC (RO, active); |
99 | object_vector_index ACC (RO, active); |
94 | |
100 | |
95 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
101 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
96 | petmode_t ACC (RW, petmode); /* which petmode? */ |
102 | petmode_t ACC (RW, petmode); /* which petmode? */ |
97 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
103 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
98 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
104 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
99 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
105 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
100 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
106 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
101 | |
107 | |
102 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
108 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
103 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
109 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
104 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
110 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
105 | 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 */ |
106 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
112 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
107 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
113 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
108 | 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 */ |
109 | |
116 | |
110 | /* 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 */ |
111 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
118 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
112 | 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 ? */ |
113 | 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 */ |
114 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
121 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
115 | 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 */ |
116 | bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ |
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117 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
123 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
118 | 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!) |
119 | |
126 | |
120 | 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 */ |
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128 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
121 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
129 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
122 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
130 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
123 | 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 */ |
124 | |
132 | |
125 | object_ptr ACC (RW, combat_skill); // which skill to use for direct attacks |
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126 | object_ptr ACC (RW, combat_ob); // which weapon to use |
133 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
127 | object_ptr ACC (RW, ranged_skill); // which skill to use for ranged attacks |
134 | object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks |
128 | object_ptr ACC (RW, ranged_ob); // bow/spell |
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129 | 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) |
130 | |
137 | |
131 | 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) */ |
132 | 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 */ |
133 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
140 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
134 | 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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139 | |
146 | |
140 | 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 */ |
141 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
148 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
142 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
149 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
143 | |
150 | |
144 | 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) */ |
145 | |
152 | |
146 | 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 */ |
147 | 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 */ |
148 | |
155 | |
149 | 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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157 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
164 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
158 | object_ptr ACC (RW, mark); /* marked object */ |
165 | object_ptr ACC (RW, mark); /* marked object */ |
159 | /* Special DM fields */ |
166 | /* Special DM fields */ |
160 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
167 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
161 | 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 */ |
162 | 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 */ |
163 | /* the player can see. For maps smaller than */ |
170 | /* the player can see. For maps smaller than */ |
164 | /* 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); |
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191 | MTH void update_los (); |
165 | |
192 | |
166 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
193 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
167 | |
194 | |
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195 | MTH const char *killer_name () const; // makes a string out of ->killer |
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196 | |
168 | MTH static player *create (); |
197 | MTH static player *create (); |
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198 | static player *find (const_utf8_string name); |
169 | |
199 | |
170 | static player *load_pl (object_thawer &thawer); |
200 | static player *load_pl (object_thawer &thawer); |
171 | MTH static player *load_pl (const char *path); |
201 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
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202 | |
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203 | MTH void link_skills (); |
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204 | MTH object *find_skill (shstr_cmp name) const; |
172 | |
205 | |
173 | bool save_pl (object_freezer &freezer); |
206 | bool save_pl (object_freezer &freezer); |
174 | MTH bool save_pl (const char *path); |
207 | MTH bool save_pl (const char *path); |
175 | |
208 | |
176 | void do_destroy (); |
209 | void do_destroy (); |
177 | void gather_callbacks (AV *&callbacks, event_type event) const; |
210 | void gather_callbacks (AV *&callbacks, event_type event) const; |
178 | |
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 | } |
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221 | |
179 | // 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 |
180 | // 0 - nothing see, 100 - fully visible |
223 | // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range |
181 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
224 | MTH sint8 darkness_at (maptile *map, int x, int y) const; |
182 | |
225 | |
183 | MTH void connect (client *ns); |
226 | MTH void connect (client *ns); |
184 | MTH void disconnect (); |
227 | MTH void disconnect (); |
185 | |
228 | |
186 | MTH void activate (); |
229 | MTH void activate (); |
187 | MTH void deactivate (); |
230 | MTH void deactivate (); |
188 | |
231 | |
189 | // enters the initial map, after login or creation |
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190 | MTH void enter_map (); |
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191 | |
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192 | MTH void chargen_race_done (); |
232 | MTH void chargen_race_done (); |
193 | MTH void chargen_race_next (); |
233 | MTH void chargen_race_next (); |
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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); |
194 | |
255 | |
195 | ~player (); |
256 | ~player (); |
196 | |
257 | |
197 | private: |
258 | private: |
198 | void set_object (object *op); |
259 | void set_object (object *op); |
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202 | typedef object_vector<player, &player::active> playervec; |
263 | typedef object_vector<player, &player::active> playervec; |
203 | |
264 | |
204 | extern playervec players; |
265 | extern playervec players; |
205 | |
266 | |
206 | #define for_all_players(var) \ |
267 | #define for_all_players(var) \ |
207 | for (unsigned _i = 0; _i < players.size (); ++_i) \ |
268 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
208 | declvar (player *, var, players [_i]) |
269 | statementvar (player *, var, ::players [_i]) |
209 | |
270 | |
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271 | #define for_all_players_on_map(var,mapp) \ |
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272 | for_all_players(var) \ |
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273 | if ((var)->ob->map == (mapp)) |
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274 | |
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275 | inline void |
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276 | object::statusmsg (const char *msg, int color) |
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277 | { |
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278 | if (expect_true (contr)) contr->statusmsg (msg, color); |
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279 | } |
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280 | |
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281 | inline void |
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282 | object::failmsg (const char *msg, int color) |
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283 | { |
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284 | if (expect_true (contr)) contr->failmsg (msg, color); |
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285 | } |