--- 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