--- deliantra/server/include/player.h 2008/12/27 08:01:07 1.89 +++ deliantra/server/include/player.h 2009/11/19 04:30:46 1.99 @@ -5,21 +5,26 @@ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Deliantra 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 3 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. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * 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 */ +#ifndef PLAYER_H_ +#define PLAYER_H_ + +//+GPL enum bowtype_t { @@ -85,7 +90,7 @@ }; // used for pet monster logic etc. -static bool +static inline bool same_party (partylist *a, partylist *b) { return a == b && a; @@ -105,12 +110,12 @@ uint32 ACC (RW, count); /* Any numbers typed before a command */ uint32 ACC (RW, mode); /* Mode of player for pickup. */ - 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 */ + 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 */ @@ -133,7 +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 */ @@ -150,7 +156,8 @@ 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 */ + float speed_left_save; // spee doptimisation, see process_players[12] + 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 */ partylist *ACC (RW, party); /* Party this player is part of */ @@ -158,7 +165,7 @@ /* 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 */ @@ -170,6 +177,20 @@ /* 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 { @@ -201,8 +222,7 @@ MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } MTH void link_skills (); - MTH object *find_skill (const char *name) const; - object *find_skill (const shstr &name) const; + MTH object *find_skill (shstr_cmp name) const; bool save_pl (object_freezer &freezer); MTH bool save_pl (const char *path); @@ -234,6 +254,7 @@ MTH void chargen_race_next (); 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) { @@ -254,6 +275,12 @@ // 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 (); private: @@ -284,3 +311,5 @@ { if (expect_true (contr)) contr->failmsg (msg, color); } + +#endif