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Comparing deliantra/server/include/player.h (file contents):
Revision 1.55 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.63 by root, Sun Jun 24 01:09:28 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25enum bowtype_t 25enum bowtype_t
26{ 26{
27 bow_normal = 0, 27 bow_normal = 0,
95INTERFACE_CLASS (player) 95INTERFACE_CLASS (player)
96struct player : zero_initialised, attachable 96struct player : zero_initialised, attachable
97{ 97{
98 client *ACC (RO, ns); /* Socket information for this player */ 98 client *ACC (RO, ns); /* Socket information for this player */
99 object *ACC (RW, ob); /* The object representing the player */ 99 object *ACC (RW, ob); /* The object representing the player */
100 int ACC (RO, active); 100 object_vector_index ACC (RO, active);
101 101
102 bowtype_t ACC (RW, bowtype); /* which firemode? */ 102 bowtype_t ACC (RW, bowtype); /* which firemode? */
103 petmode_t ACC (RW, petmode); /* which petmode? */ 103 petmode_t ACC (RW, petmode); /* which petmode? */
104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
105 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 105 unapplymode ACC (RW, unapply); /* Method for auto unapply */
111 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 111 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
112 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 112 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
113 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 113 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
114 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 114 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
115 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 115 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
116 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
116 117
117 /* Try to put all the bitfields together - saves some small amount of memory */ 118 /* 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 */ 119 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 120 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 */ 121 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 */ 122 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 */ 123 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
123 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
124 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 124 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
125 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 125 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
126 126
127 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 */
128 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 living ACC (RO, orig_stats); /* Permanent real stats of player */ 129 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
130 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 */
131 132
132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 133 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 134 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 135 object_ptr ACC (RW, golem); // the currently controlled golem
136 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
135 137
136 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) */
137 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 */
138 shstr ACC (RW, maplevel); /* On which level is the player? */ 140 shstr ACC (RW, maplevel); /* On which level is the player? */
139 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 */
168 /* the player can see. For maps smaller than */ 170 /* the player can see. For maps smaller than */
169 /* MAP_CLIENT_.., the upper left is used */ 171 /* MAP_CLIENT_.., the upper left is used */
170 172
171 shstr ACC (RW, invis_race); /* What race invisible to? */ 173 shstr ACC (RW, invis_race); /* What race invisible to? */
172 174
173 MTH float weapon_speed () const;
174
175 MTH static player *create (); 175 MTH static player *create ();
176 176
177 static player *load_pl (object_thawer &thawer); 177 static player *load_pl (object_thawer &thawer);
178 MTH static player *load_pl (const char *path); 178 MTH static player *load_pl (const char *path);
179 179
191 MTH void disconnect (); 191 MTH void disconnect ();
192 192
193 MTH void activate (); 193 MTH void activate ();
194 MTH void deactivate (); 194 MTH void deactivate ();
195 195
196 // enters the initial map, after login or creation
197 MTH void enter_map ();
198
199 MTH void chargen_race_done (); 196 MTH void chargen_race_done ();
200 MTH void chargen_race_next (); 197 MTH void chargen_race_next ();
198
199 MTH void set_observe (object *ob);
201 200
202 ~player (); 201 ~player ();
203 202
204private: 203private:
205 void set_object (object *op); 204 void set_object (object *op);
210 209
211extern playervec players; 210extern playervec players;
212 211
213#define for_all_players(var) \ 212#define for_all_players(var) \
214 for (unsigned _i = 0; _i < players.size (); ++_i) \ 213 for (unsigned _i = 0; _i < players.size (); ++_i) \
215 declvar (player *, var, players [_i]) 214 statementvar (player *, var, players [_i])
216 215

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