--- deliantra/server/include/player.h 2006/09/08 16:51:44 1.15 +++ deliantra/server/include/player.h 2006/09/16 22:24:12 1.16 @@ -1,3 +1,4 @@ + /* CrossFire, A Multiplayer game for X-windows @@ -22,203 +23,210 @@ */ #define NUM_OUTPUT_BUFS 5 -struct Output_Buf { - shstr buf; /* Actual string pointer */ - uint32 first_update; /* First time this message was stored */ - uint16 count; /* How many times we got this message */ +struct Output_Buf +{ + shstr buf; /* Actual string pointer */ + uint32 first_update; /* First time this message was stored */ + uint16 count; /* How many times we got this message */ }; /* wand/rod/horn rolled into range_misc. They all use the same body location * anyways. */ -enum rangetype { - range_bottom = -1, - range_none = 0, - range_bow = 1, - range_magic = 2, - range_misc = 3, - range_golem = 4, - range_skill = 5, - range_builder = 6, - range_size = 7 -}; - -enum bowtype_t { - bow_normal = 0, - bow_threewide = 1, - bow_spreadshot = 2, - bow_n = 3, /* must stay at 3 */ - bow_ne = 4, - bow_e = 5, - bow_se = 6, - bow_s = 7, - bow_sw = 8, - bow_w = 9, - bow_nw = 10, /* must stay at 10 */ - bow_bestarrow = 11 -}; - -typedef enum _petmode { - pet_normal = 0, - pet_sad = 1, - pet_defend = 2, - pet_arena = 3 -} petmode_t; - -typedef enum usekeytype { - key_inventory=0, - keyrings=1, - containers=2 -} usekeytype; +enum rangetype +{ + range_bottom = -1, + range_none = 0, + range_bow = 1, + range_magic = 2, + range_misc = 3, + range_golem = 4, + range_skill = 5, + range_builder = 6, + range_size = 7 +}; + +enum bowtype_t +{ + bow_normal = 0, + bow_threewide = 1, + bow_spreadshot = 2, + bow_n = 3, /* must stay at 3 */ + bow_ne = 4, + bow_e = 5, + bow_se = 6, + bow_s = 7, + bow_sw = 8, + bow_w = 9, + bow_nw = 10, /* must stay at 10 */ + bow_bestarrow = 11 +}; + +enum petmode_t +{ + pet_normal = 0, + pet_sad = 1, + pet_defend = 2, + pet_arena = 3 +}; + +enum usekeytype +{ + key_inventory = 0, + keyrings = 1, + containers = 2 +}; /* This is used to control what to do when we need to unapply * an object before we can apply another one. */ -typedef enum unapplymode { - unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ - unapply_never=1, /* will not unapply objects automatically */ - unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ - /* no choice - if there are multiple ojbect of the same type */ - /* that need to be unapplied, there is no way for the player */ - /* to control which of these will be unapplied. */ -} unapplymode; - -/* not really the player, but tied pretty closely */ -typedef struct party_struct { - char * partyleader; - char passwd[9]; - struct party_struct *next; - char *partyname; +enum unapplymode +{ + unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */ + unapply_never = 1, /* will not unapply objects automatically */ + unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */ + /* no choice - if there are multiple ojbect of the same type */ + /* that need to be unapplied, there is no way for the player */ + /* to control which of these will be unapplied. */ +}; + +/* not really the player, but tied pretty closely */ +struct partylist +{ + char *partyleader; + char passwd[9]; + partylist *next; + char *partyname; #ifdef PARTY_KILL_LOG - struct party_kill { - char killer[MAX_NAME+1],dead[MAX_NAME+1]; - sint64 exp; - } party_kills[PARTY_KILL_LOG]; + struct party_kill + { + char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; + sint64 exp; + } party_kills[PARTY_KILL_LOG]; #endif - sint64 total_exp; - uint32 kills; -} partylist; + sint64 total_exp; + uint32 kills; +}; // memsettable part of player struct player_pod { - object *ob; /* The object representing the player */ - mapstruct *loading; /* When entering a map in progress of loading, not really used */ - rangetype shoottype; /* Which range-attack is being used by player */ - bowtype_t bowtype; /* which firemode? */ - petmode_t petmode; /* which petmode? */ - object *ranges[range_size];/* object for each range. Set up in fix player. Note */ - /* That not all are used, it is just nice to map this 1:1 */ - /* With the range names */ - uint32 golem_count; /* To track the golem */ - usekeytype usekeys; /* Method for finding keys for doors */ - unapplymode unapply; /* Method for auto unapply */ - uint32 count; /* Any numbers typed before a command */ - uint32 mode; /* Mode of player for pickup. */ - - sint8 digestion; /* Any bonuses/penalties to digestion */ - sint8 gen_hp; /* Bonuses to regeneration speed of hp */ - sint8 gen_sp; /* Bonuses to regeneration speed of sp */ - sint8 gen_sp_armour; /* Penalty to sp regen from armour */ - sint8 gen_grace; /* Bonuses to regeneration speed of grace */ - sint16 item_power; /* Total item power of objects equipped */ - uint8 state; /* Input state of the player (name, password, etc */ - uint8 listening; /* Which priority will be used in info_all */ - sint8 last_level; /* Last level we sent to client */ - - /* Try to put all the bitfields together - saves some small amount of memory */ - uint32 braced:1; /* Will not move if braced, only attack */ - uint32 tmp_invis:1; /* Will invis go away when we attack ? */ - uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ - uint32 fire_on:1; /* Player should fire object, not move */ - uint32 run_on:1; /* Player should keep moving in dir until run is off */ - uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ - uint32 name_changed:1; /* If true, the player has set a name. */ - uint32 peaceful:1; /* If set, won't attack friendly creatures */ - uint32 hidden:1; /* If True, player (DM) is hidden from view */ - uint32 explore:1; /* if True, player is in explore mode */ - uint32 no_shout:1; /* if True, player is *not* able to use shout command */ - - object *last_skill_ob[NUM_SKILLS]; /* the exp object */ - sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ - - float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ - float last_weapon_sp; /* if diff than weapon_sp, update client */ - uint16 last_flags; /* fire/run on flags for last tick */ - sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ - sint32 last_weight_limit; /* Last weight limit transmitted to client */ - uint32 last_path_attuned; /* Last spell attunment sent to client */ - uint32 last_path_repelled; /* Last spell repelled sent to client */ - uint32 last_path_denied; /* Last spell denied sent to client */ - living orig_stats; /* Permanent real stats of player */ - living last_stats; /* Last stats as sent to client */ - float last_speed; /* Last speed as sent to client */ - sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ - int Swap_First; /* First stat player has selected to swap */ - object *last_used; /* Pointer to object last picked or applied */ - uint32 last_used_id; /* Safety measures to be sure it's the same */ - sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ - /* the player can see. For maps smaller than */ - /* MAP_CLIENT_.., the upper left is used */ - - sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ - char savebed_map[MAX_BUF]; /* map where player will respawn after death */ - char maplevel[MAX_BUF]; /* On which level is the player? */ - char spellparam[MAX_BUF]; /* What param to add to spells */ - - char own_title[MAX_NAME]; /* Title the player has chosen for themself */ - /* Note that for dragon players, this is filled in for them */ - char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ - - sint8 levhp[11]; /* What the player gained on that level */ - sint8 levsp[11]; /* Same for sp */ - sint8 levgrace[11]; /* And same for grace */ - - char killer[BIG_NAME]; /* Who killed this player. */ - - char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ - char input_buf[MAX_BUF]; /* Holds command to run */ - char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ + object *ob; /* The object representing the player */ + maptile *loading; /* When entering a map in progress of loading, not really used */ + rangetype shoottype; /* Which range-attack is being used by player */ + bowtype_t bowtype; /* which firemode? */ + petmode_t petmode; /* which petmode? */ + object *ranges[range_size]; /* object for each range. Set up in fix player. Note */ + /* That not all are used, it is just nice to map this 1:1 */ + /* With the range names */ + uint32 golem_count; /* To track the golem */ + usekeytype usekeys; /* Method for finding keys for doors */ + unapplymode unapply; /* Method for auto unapply */ + uint32 count; /* Any numbers typed before a command */ + uint32 mode; /* Mode of player for pickup. */ + + sint8 digestion; /* Any bonuses/penalties to digestion */ + sint8 gen_hp; /* Bonuses to regeneration speed of hp */ + sint8 gen_sp; /* Bonuses to regeneration speed of sp */ + sint8 gen_sp_armour; /* Penalty to sp regen from armour */ + sint8 gen_grace; /* Bonuses to regeneration speed of grace */ + sint16 item_power; /* Total item power of objects equipped */ + uint8 state; /* Input state of the player (name, password, etc */ + uint8 listening; /* Which priority will be used in info_all */ + sint8 last_level; /* Last level we sent to client */ + + /* Try to put all the bitfields together - saves some small amount of memory */ + uint32 braced:1; /* Will not move if braced, only attack */ + uint32 tmp_invis:1; /* Will invis go away when we attack ? */ + uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ + uint32 fire_on:1; /* Player should fire object, not move */ + uint32 run_on:1; /* Player should keep moving in dir until run is off */ + uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ + uint32 name_changed:1; /* If true, the player has set a name. */ + uint32 peaceful:1; /* If set, won't attack friendly creatures */ + uint32 hidden:1; /* If True, player (DM) is hidden from view */ + uint32 explore:1; /* if True, player is in explore mode */ + uint32 no_shout:1; /* if True, player is *not* able to use shout command */ + + object *last_skill_ob[NUM_SKILLS]; /* the exp object */ + sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ + + float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */ + float last_weapon_sp; /* if diff than weapon_sp, update client */ + uint16 last_flags; /* fire/run on flags for last tick */ + sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ + sint32 last_weight_limit; /* Last weight limit transmitted to client */ + uint32 last_path_attuned; /* Last spell attunment sent to client */ + uint32 last_path_repelled; /* Last spell repelled sent to client */ + uint32 last_path_denied; /* Last spell denied sent to client */ + living orig_stats; /* Permanent real stats of player */ + living last_stats; /* Last stats as sent to client */ + float last_speed; /* Last speed as sent to client */ + sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ + int Swap_First; /* First stat player has selected to swap */ + object *last_used; /* Pointer to object last picked or applied */ + uint32 last_used_id; /* Safety measures to be sure it's the same */ + sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ + /* the player can see. For maps smaller than */ + /* MAP_CLIENT_.., the upper left is used */ + + sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ + char savebed_map[MAX_BUF]; /* map where player will respawn after death */ + char maplevel[MAX_BUF]; /* On which level is the player? */ + char spellparam[MAX_BUF]; /* What param to add to spells */ + + char own_title[MAX_NAME]; /* Title the player has chosen for themself */ + /* Note that for dragon players, this is filled in for them */ + char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ + + sint8 levhp[11]; /* What the player gained on that level */ + sint8 levsp[11]; /* Same for sp */ + sint8 levgrace[11]; /* And same for grace */ + + char killer[BIG_NAME]; /* Who killed this player. */ + + char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ + char input_buf[MAX_BUF]; /* Holds command to run */ + char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ #ifdef SAVE_INTERVAL - time_t last_save_time; -#endif /* SAVE_INTERVAL */ + time_t last_save_time; +#endif /* SAVE_INTERVAL */ #ifdef AUTOSAVE - uint32 last_save_tick; + uint32 last_save_tick; #endif - partylist *party; /* Party this player is part of */ - partylist *party_to_join; /* used when player wants to join a party */ - /* but we will have to get password first */ - /* so we have to remember which party to */ - /* join */ - char search_str[MAX_BUF]; /* Item we are looking for */ - sint16 encumbrance; /* How much our player is encumbered */ - uint16 outputs_sync; /* How often to print, no matter what */ - uint16 outputs_count; /* Print if this count is exceeded */ - object *mark; /* marked object */ - uint32 mark_count; /* count of mark object */ - /* Special DM fields */ - tag_t* stack_items; /* Item stack for patch/dump/... commands */ - int stack_position; /* Current stack position, 0 for no item */ -}; - -typedef struct pl : zero_initialised, attachable, player_pod -{ - struct pl *next; /* Pointer to next player, NULL if this is last */ - NewSocket socket; /* Socket information for this player */ - Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ - shstr invis_race; /* What race invisible to? */ + partylist *party; /* Party this player is part of */ + partylist *party_to_join; /* used when player wants to join a party */ + /* but we will have to get password first */ + /* so we have to remember which party to */ + /* join */ + char search_str[MAX_BUF]; /* Item we are looking for */ + sint16 encumbrance; /* How much our player is encumbered */ + uint16 outputs_sync; /* How often to print, no matter what */ + uint16 outputs_count; /* Print if this count is exceeded */ + object *mark; /* marked object */ + uint32 mark_count; /* count of mark object */ + /* Special DM fields */ + tag_t *stack_items; /* Item stack for patch/dump/... commands */ + int stack_position; /* Current stack position, 0 for no item */ +}; + +struct player : zero_initialised, attachable, player_pod +{ + player *next; /* Pointer to next player, NULL if this is last */ + NewSocket socket; /* Socket information for this player */ + Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ + shstr invis_race; /* What race invisible to? */ void clear () { - memset (static_cast(this), 0, sizeof (player_pod)); + memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); attachable_clear (); invis_race = 0; for (int i = 0; i < NUM_OUTPUT_BUFS; i++) outputs[i].buf = 0; } -} player; - +};