ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/player.h
(Generate patch)

Comparing deliantra/server/include/player.h (file contents):
Revision 1.13 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.34 by root, Sat Dec 23 15:49:40 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
25struct Output_Buf { 25struct Output_Buf
26{
26 shstr buf; /* Actual string pointer */ 27 shstr buf; /* Actual string pointer */
27 uint32 first_update; /* First time this message was stored */ 28 uint32 first_update; /* First time this message was stored */
28 uint16 count; /* How many times we got this message */ 29 uint16 count; /* How many times we got this message */
29}; 30};
30 31
31/* wand/rod/horn rolled into range_misc. They all use the same body location 32/* wand/rod/horn rolled into range_misc. They all use the same body location
32 * anyways. 33 * anyways.
33 */ 34 */
34enum rangetype { 35enum rangetype
36{
35 range_bottom = -1, 37 range_bottom = -1,
36 range_none = 0, 38 range_none = 0,
37 range_bow = 1, 39 range_bow = 1,
38 range_magic = 2, 40 range_magic = 2,
39 range_misc = 3, 41 range_misc = 3,
40 range_golem = 4, 42 range_golem = 4,
41 range_skill = 5, 43 range_skill = 5,
42 range_builder = 6, 44 range_builder = 6,
43 range_size = 7 45 range_size = 7
44}; 46};
45 47
46enum bowtype_t { 48enum bowtype_t
49{
47 bow_normal = 0, 50 bow_normal = 0,
48 bow_threewide = 1, 51 bow_threewide = 1,
49 bow_spreadshot = 2, 52 bow_spreadshot = 2,
50 bow_n = 3, /* must stay at 3 */ 53 bow_n = 3, /* must stay at 3 */
51 bow_ne = 4, 54 bow_ne = 4,
52 bow_e = 5, 55 bow_e = 5,
53 bow_se = 6, 56 bow_se = 6,
54 bow_s = 7, 57 bow_s = 7,
55 bow_sw = 8, 58 bow_sw = 8,
56 bow_w = 9, 59 bow_w = 9,
57 bow_nw = 10, /* must stay at 10 */ 60 bow_nw = 10, /* must stay at 10 */
58 bow_bestarrow = 11 61 bow_bestarrow = 11
59}; 62};
60 63
61typedef enum _petmode { 64enum petmode_t
65{
62 pet_normal = 0, 66 pet_normal = 0,
63 pet_sad = 1, 67 pet_sad = 1,
64 pet_defend = 2, 68 pet_defend = 2,
65 pet_arena = 3 69 pet_arena = 3
66} petmode_t; 70};
67 71
68typedef enum usekeytype { 72enum usekeytype
73{
69 key_inventory=0, 74 key_inventory = 0,
70 keyrings=1, 75 keyrings = 1,
71 containers=2 76 containers = 2
72} usekeytype; 77};
73 78
74/* This is used to control what to do when we need to unapply 79/* This is used to control what to do when we need to unapply
75 * an object before we can apply another one. 80 * an object before we can apply another one.
76 */ 81 */
77typedef enum unapplymode { 82enum unapplymode
83{
78 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 84 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
79 unapply_never=1, /* will not unapply objects automatically */ 85 unapply_never = 1, /* will not unapply objects automatically */
80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 86 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
81 /* no choice - if there are multiple ojbect of the same type */ 87 /* no choice - if there are multiple ojbect of the same type */
82 /* that need to be unapplied, there is no way for the player */ 88 /* that need to be unapplied, there is no way for the player */
83 /* to control which of these will be unapplied. */ 89 /* to control which of these will be unapplied. */
84} unapplymode; 90};
85 91
86/* not really the player, but tied pretty closely */ 92/* not really the player, but tied pretty closely */
87typedef struct party_struct { 93struct partylist
94{
88 char * partyleader; 95 char *partyleader;
89 char passwd[9]; 96 char passwd[9];
90 struct party_struct *next; 97 partylist *next;
91 char *partyname; 98 char *partyname;
92 99
93#ifdef PARTY_KILL_LOG 100#ifdef PARTY_KILL_LOG
94 struct party_kill { 101 struct party_kill
102 {
95 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
96 sint64 exp; 104 sint64 exp;
97 } party_kills[PARTY_KILL_LOG]; 105 } party_kills[PARTY_KILL_LOG];
98#endif 106#endif
99 sint64 total_exp; 107 sint64 total_exp;
100 uint32 kills; 108 uint32 kills;
101} partylist; 109};
102 110
103// memsettable part of player 111#define for_all_players(var) for (player *var = first_player; var; var = var->next)
104struct player_pod 112
113ACC_CLASS (player)
114struct player : zero_initialised, refcounted, attachable<player>
105{ 115{
116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
117 client *ACC (RO, ns); /* Socket information for this player */
106 object *ob; /* The object representing the player */ 118 object_ptr ACC (RW, ob); /* The object representing the player */
107 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 119 maptile *loading; /* When entering a map in progress of loading, not really used */
108 rangetype shoottype; /* Which range-attack is being used by player */ 120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
109 bowtype_t bowtype; /* which firemode? */ 121 bowtype_t ACC (RW, bowtype); /* which firemode? */
110 petmode_t petmode; /* which petmode? */ 122 petmode_t ACC (RW, petmode); /* which petmode? */
111 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 123 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
112 /* That not all are used, it is just nice to map this 1:1 */ 124 /* That not all are used, it is just nice to map this 1:1 */
113 /* With the range names */ 125 /* With the range names */
114 uint32 golem_count; /* To track the golem */
115 usekeytype usekeys; /* Method for finding keys for doors */ 126 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
116 unapplymode unapply; /* Method for auto unapply */ 127 unapplymode ACC (RW, unapply); /* Method for auto unapply */
117 uint32 count; /* Any numbers typed before a command */ 128 uint32 ACC (RW, count); /* Any numbers typed before a command */
118 uint32 mode; /* Mode of player for pickup. */ 129 uint32 ACC (RW, mode); /* Mode of player for pickup. */
119 130
120 sint8 digestion; /* Any bonuses/penalties to digestion */ 131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
121 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
122 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
123 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 134 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
124 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
125 sint16 item_power; /* Total item power of objects equipped */ 136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
126 uint8 state; /* Input state of the player (name, password, etc */
127 uint8 listening; /* Which priority will be used in info_all */ 137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
128 sint8 last_level; /* Last level we sent to client */ 138 sint8 ACC (RW, last_level); /* Last level we sent to client */
129 139
130 /* Try to put all the bitfields together - saves some small amount of memory */ 140 /* Try to put all the bitfields together - saves some small amount of memory */
131 uint32 braced:1; /* Will not move if braced, only attack */ 141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
133 shstr invis_race; /* What race invisible to? */
134 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 143 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
135 uint32 fire_on:1; /* Player should fire object, not move */ 144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
136 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
137 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
138 uint32 name_changed:1; /* If true, the player has set a name. */
139 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
140 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 148 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
141 uint32 explore:1; /* if True, player is in explore mode */ 149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
142 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
143 150
144 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
145 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
146 153
147 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ 154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
148 float last_weapon_sp; /* if diff than weapon_sp, update client */ 155 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
149 uint16 last_flags; /* fire/run on flags for last tick */ 156 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
150 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ 157 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
151 sint32 last_weight_limit; /* Last weight limit transmitted to client */ 158 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
152 uint32 last_path_attuned; /* Last spell attunment sent to client */ 159 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
153 uint32 last_path_repelled; /* Last spell repelled sent to client */ 160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
154 uint32 last_path_denied; /* Last spell denied sent to client */ 161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
155 living orig_stats; /* Permanent real stats of player */ 162 living ACC (RO, orig_stats); /* Permanent real stats of player */
156 living last_stats; /* Last stats as sent to client */ 163 living ACC (RO, last_stats); /* Last stats as sent to client */
157 float last_speed; /* Last speed as sent to client */ 164 float ACC (RW, last_speed); /* Last speed as sent to client */
158 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
159 int Swap_First; /* First stat player has selected to swap */
160 object *last_used; /* Pointer to object last picked or applied */ 166 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
161 uint32 last_used_id; /* Safety measures to be sure it's the same */
162 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
163 /* the player can see. For maps smaller than */
164 /* MAP_CLIENT_.., the upper left is used */
165 167
166 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 168 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
167 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 169 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
168 char maplevel[MAX_BUF]; /* On which level is the player? */ 170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
169 char spellparam[MAX_BUF]; /* What param to add to spells */ 171 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
170 172
171 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 173 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
172 /* Note that for dragon players, this is filled in for them */ 174 /* Note that for dragon players, this is filled in for them */
173 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
174 176
175 sint8 levhp[11]; /* What the player gained on that level */ 177 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
176 sint8 levsp[11]; /* Same for sp */ 178 sint8 ACC (RW, levsp[11]); /* Same for sp */
177 sint8 levgrace[11]; /* And same for grace */ 179 sint8 ACC (RW, levgrace[11]); /* And same for grace */
178 180
179 char killer[BIG_NAME]; /* Who killed this player. */ 181 char ACC (RW, killer)[64]; /* Who killed this player. */
180 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
181 182
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
183 char input_buf[MAX_BUF]; /* Holds command to run */
184 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 184 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
185 185
186#ifdef SAVE_INTERVAL
187 time_t last_save_time; 186 time_t ACC (RW, last_save_time);
188#endif /* SAVE_INTERVAL */
189#ifdef AUTOSAVE
190 uint32 last_save_tick; 187 uint32 ACC (RW, last_save_tick);
191#endif
192 partylist *party; /* Party this player is part of */ 188 partylist *ACC (RW, party); /* Party this player is part of */
193 partylist *party_to_join; /* used when player wants to join a party */ 189 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
194 /* but we will have to get password first */ 190 /* but we will have to get password first */
195 /* so we have to remember which party to */ 191 /* so we have to remember which party to */
196 /* join */ 192 /* join */
197 char search_str[MAX_BUF]; /* Item we are looking for */ 193 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
198 sint16 encumbrance; /* How much our player is encumbered */ 194 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
199 uint16 outputs_sync; /* How often to print, no matter what */ 195 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
200 uint16 outputs_count; /* Print if this count is exceeded */ 196 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
201 object *mark; /* marked object */ 197 object_ptr ACC (RW, mark); /* marked object */
202 uint32 mark_count; /* count of mark object */
203 /* Special DM fields */ 198 /* Special DM fields */
204 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 199 tag_t *stack_items; /* Item stack for patch/dump/... commands */
205 int stack_position; /* Current stack position, 0 for no item */ 200 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
206}; 201 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
202 /* the player can see. For maps smaller than */
203 /* MAP_CLIENT_.., the upper left is used */
207 204
208typedef struct pl : zero_initialised, attachable<struct pl>, player_pod 205 shstr ACC (RW, invis_race); /* What race invisible to? */
209{ 206 bool ACC (RW, enable_save);
210 struct pl *next; /* Pointer to next player, NULL if this is last */
211 NewSocket socket; /* Socket information for this player */
212 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
213 208
214 void clear () 209 static player *create ();
215 { 210 static player *load (const char *path);
216 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod)); 211 void save (bool final = false);
217 attachable_clear ();
218 212
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 213 void connect (client *ns);
220 outputs[i].buf = 0; 214
221 } 215 ~player ();
216
217private:
218 void set_object (object *op);
222} player; 219 player ();
220};
223 221
224

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines