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 (©) 2005,2006,2007,2008 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 |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | #ifndef PLAYER_H_ |
|
|
25 | #define PLAYER_H_ |
|
|
26 | |
|
|
27 | //+GPL |
23 | |
28 | |
24 | enum bowtype_t |
29 | enum bowtype_t |
25 | { |
30 | { |
26 | bow_normal = 0, |
31 | bow_normal = 0, |
27 | bow_threewide = 1, |
32 | bow_threewide = 1, |
… | |
… | |
83 | sint64 ACC (RW, total_exp); |
88 | sint64 ACC (RW, total_exp); |
84 | uint32 ACC (RW, kills); |
89 | uint32 ACC (RW, kills); |
85 | }; |
90 | }; |
86 | |
91 | |
87 | // used for pet monster logic etc. |
92 | // used for pet monster logic etc. |
88 | static bool |
93 | static inline bool |
89 | same_party (partylist *a, partylist *b) |
94 | same_party (partylist *a, partylist *b) |
90 | { |
95 | { |
91 | return a == b && a; |
96 | return a == b && a; |
92 | } |
97 | } |
93 | |
98 | |
… | |
… | |
103 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
108 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
104 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
109 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
105 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
110 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
106 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
111 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
107 | |
112 | |
108 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
113 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
109 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
114 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
110 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
115 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
111 | int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
116 | int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
112 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
117 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
113 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
118 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
114 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
|
|
115 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ |
119 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ |
|
|
120 | uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ |
116 | |
121 | |
117 | /* Try to put all the bitfields together - saves some small amount of memory */ |
122 | /* 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 */ |
123 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
119 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
124 | 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 */ |
125 | 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 */ |
126 | 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 */ |
127 | 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 */ |
128 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
124 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
129 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
|
|
130 | bool ACC (RW, dirty); // set if player is dirty (not reliable yet!) |
125 | |
131 | |
126 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
132 | 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 |
133 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
128 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
134 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
129 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
135 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
130 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
136 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
131 | |
137 | |
132 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
138 | 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 |
139 | 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 |
140 | object_ptr ACC (RW, golem); // the currently controlled golem |
135 | object_ptr ACC (RW, observe); // the object that is being observed (or 0) |
141 | object_ptr ACC (RW, observe); // the object that is being observed (never 0) |
|
|
142 | object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0) |
136 | |
143 | |
137 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
144 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
138 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
145 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
139 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
146 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
140 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
147 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
… | |
… | |
145 | |
152 | |
146 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
153 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
147 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
154 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
148 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
155 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
149 | |
156 | |
150 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
157 | object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ |
151 | |
158 | |
|
|
159 | float speed_left_save; // spee doptimisation, see process_players[12] |
152 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
160 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
153 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
161 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
154 | |
162 | |
155 | partylist *ACC (RW, party); /* Party this player is part of */ |
163 | partylist *ACC (RW, party); /* Party this player is part of */ |
156 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
164 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
157 | /* but we will have to get password first */ |
165 | /* but we will have to get password first */ |
158 | /* so we have to remember which party to */ |
166 | /* so we have to remember which party to */ |
159 | /* join */ |
167 | /* join */ |
160 | char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ |
168 | char ACC (RW, search_str)[256]; /* Item we are looking for */ |
161 | sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
169 | sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ |
162 | uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
170 | uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ |
163 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
171 | uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ |
164 | object_ptr ACC (RW, mark); /* marked object */ |
172 | object_ptr ACC (RW, mark); /* marked object */ |
165 | /* Special DM fields */ |
173 | /* Special DM fields */ |
166 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
174 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
167 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
175 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
168 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
176 | sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
169 | /* the player can see. For maps smaller than */ |
177 | /* the player can see. For maps smaller than */ |
170 | /* MAP_CLIENT_.., the upper left is used */ |
178 | /* MAP_CLIENT_.., the center is used */ |
|
|
179 | |
|
|
180 | //-GPL |
|
|
181 | |
|
|
182 | // stats updates are very costly, so delay them if at all possible |
|
|
183 | bool ACC (RW, delayed_update); |
|
|
184 | void queue_stats_update () |
|
|
185 | { |
|
|
186 | delayed_update = true; |
|
|
187 | } |
|
|
188 | void need_updated_stats () |
|
|
189 | { |
|
|
190 | if (delayed_update) |
|
|
191 | ob->update_stats (); |
|
|
192 | } |
|
|
193 | |
|
|
194 | // return the los value for the given coordinate |
|
|
195 | MTH sint8 blocked_los (int dx, int dy) const |
|
|
196 | { |
|
|
197 | dx += LOS_X0; |
|
|
198 | dy += LOS_Y0; |
|
|
199 | |
|
|
200 | return 0 <= dx && dx < MAP_CLIENT_X |
|
|
201 | && 0 <= dy && dy < MAP_CLIENT_Y |
|
|
202 | ? los[dx][dy] : LOS_BLOCKED; |
|
|
203 | } |
|
|
204 | |
|
|
205 | // unchecked variant |
|
|
206 | sint8 blocked_los_uc (int dx, int dy) const |
|
|
207 | { |
|
|
208 | return los[dx + LOS_X0][dy + LOS_Y0]; |
|
|
209 | } |
|
|
210 | |
|
|
211 | MTH void clear_los (sint8 value = LOS_BLOCKED); |
|
|
212 | MTH void update_los (); |
171 | |
213 | |
172 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
214 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
173 | |
215 | |
|
|
216 | MTH const char *killer_name () const; // makes a string out of ->killer |
|
|
217 | |
174 | MTH static player *create (); |
218 | MTH static player *create (); |
|
|
219 | static player *find (const_utf8_string name); |
175 | |
220 | |
176 | static player *load_pl (object_thawer &thawer); |
221 | static player *load_pl (object_thawer &thawer); |
177 | MTH static player *load_pl (const char *path); |
222 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
|
|
223 | |
|
|
224 | MTH void link_skills (); |
|
|
225 | MTH object *find_skill (shstr_cmp name) const; |
178 | |
226 | |
179 | bool save_pl (object_freezer &freezer); |
227 | bool save_pl (object_freezer &freezer); |
180 | MTH bool save_pl (const char *path); |
228 | MTH bool save_pl (const char *path); |
181 | |
229 | |
182 | void do_destroy (); |
230 | void do_destroy (); |
183 | void gather_callbacks (AV *&callbacks, event_type event) const; |
231 | void gather_callbacks (AV *&callbacks, event_type event) const; |
184 | |
232 | |
|
|
233 | MTH dynbuf_text *expand_cfpod (const char *cfpod) const; |
|
|
234 | |
|
|
235 | MTH void touch () { dirty = true; } // need to touch when logged out and changed |
|
|
236 | |
185 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
237 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
186 | { |
238 | { |
187 | if (ns) |
239 | if (ns) |
188 | ns->play_sound (sound, dx, dy); |
240 | ns->play_sound (sound, dx, dy); |
189 | } |
241 | } |
190 | |
242 | |
191 | // wether the player can "see" this mapspace or not, decided by los |
243 | // wether the player can "see" this mapspace or not, decided by los |
192 | // 0 - nothing see, 100 - fully visible |
244 | // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range |
193 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
245 | MTH sint8 darkness_at (maptile *map, int x, int y) const; |
194 | |
246 | |
195 | MTH void connect (client *ns); |
247 | MTH void connect (client *ns); |
196 | MTH void disconnect (); |
248 | MTH void disconnect (); |
197 | |
249 | |
198 | MTH void activate (); |
250 | MTH void activate (); |
199 | MTH void deactivate (); |
251 | MTH void deactivate (); |
200 | |
252 | |
201 | MTH void chargen_race_done (); |
253 | MTH void chargen_race_done (); |
202 | MTH void chargen_race_next (); |
254 | MTH void chargen_race_next (); |
203 | |
255 | |
204 | MTH void set_observe (object *ob); |
256 | MTH void set_observe (object_ornull *ob); |
|
|
257 | MTH void set_viewpoint (object_ornull *ob); |
205 | |
258 | |
206 | void send_msg (int color, const char *type, const char *msg) |
259 | void send_msg (int color, const char *type, const char *msg) |
207 | { |
260 | { |
208 | ns->send_msg (color, type, msg); |
261 | ns->send_msg (color, type, msg); |
209 | } |
262 | } |
210 | |
263 | |
211 | // a prominent box that can easily be escaped away or so |
264 | // a prominent box that can easily be escaped away or so |
212 | // should be used for informative output such as who, maps etc. |
265 | // should be used for informative output such as who, maps etc. |
213 | // will stay on-screen |
266 | // will stay on-screen |
214 | void infobox (const char *title, const char *msg, int color = NDI_BLACK) |
267 | MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK); |
215 | { |
|
|
216 | send_msg (NDI_REPLY, LOG_CHANNEL, msg); |
|
|
217 | } |
|
|
218 | |
268 | |
219 | // a prominent msg that signifies some important event, |
269 | // a prominent msg that signifies some important event, |
220 | // an improvement potion effect potion. should not be long. |
270 | // an improvement potion effect potion. should not be long. |
221 | // might time out after a while |
271 | // might time out after a while |
222 | void statusmsg (const char *msg, int color = NDI_BLACK) |
272 | MTH void statusmsg (const char *msg, int color = NDI_BLACK); |
223 | { |
|
|
224 | send_msg (NDI_REPLY | color, INFO_CHANNEL, msg); |
|
|
225 | } |
|
|
226 | |
273 | |
227 | // a prominent box that signifies some error such as a failed |
274 | // a prominent box that signifies some error such as a failed |
228 | // improvement potion. should not be long. |
275 | // improvement potion. should not be long. |
229 | void failmsg (const char *msg, int color = NDI_RED) |
276 | MTH void failmsg (const char *msg, int color = NDI_RED); |
|
|
277 | |
|
|
278 | MTH void update_spells () const |
230 | { |
279 | { |
231 | play_sound (sound_find ("generic_failure")); |
280 | if (ns) |
232 | statusmsg (msg, color); |
281 | ns->update_spells = true; |
233 | } |
282 | } |
234 | |
283 | |
235 | ~player (); |
284 | ~player (); |
236 | |
285 | |
237 | private: |
286 | private: |
… | |
… | |
245 | |
294 | |
246 | #define for_all_players(var) \ |
295 | #define for_all_players(var) \ |
247 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
296 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
248 | statementvar (player *, var, ::players [_i]) |
297 | statementvar (player *, var, ::players [_i]) |
249 | |
298 | |
|
|
299 | #define for_all_players_on_map(var,mapp) \ |
|
|
300 | for_all_players(var) \ |
|
|
301 | if ((var)->ob->map == (mapp)) |
|
|
302 | |
250 | inline void |
303 | inline void |
251 | object::statusmsg (const char *msg, int color) |
304 | object::statusmsg (const char *msg, int color) |
252 | { |
305 | { |
253 | if (expect_true (contr)) contr->statusmsg (msg, color); |
306 | if (expect_true (contr)) contr->statusmsg (msg, color); |
254 | } |
307 | } |
… | |
… | |
256 | inline void |
309 | inline void |
257 | object::failmsg (const char *msg, int color) |
310 | object::failmsg (const char *msg, int color) |
258 | { |
311 | { |
259 | if (expect_true (contr)) contr->failmsg (msg, color); |
312 | if (expect_true (contr)) contr->failmsg (msg, color); |
260 | } |
313 | } |
|
|
314 | |
|
|
315 | #endif |