--- deliantra/server/include/player.h 2006/12/30 21:15:59 1.37 +++ deliantra/server/include/player.h 2007/01/07 02:39:14 1.43 @@ -1,6 +1,7 @@ /* CrossFire, A Multiplayer game for X-windows + Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen @@ -90,39 +91,37 @@ }; /* not really the player, but tied pretty closely */ +INTERFACE_CLASS (partylist) struct partylist { - char *partyleader; - char passwd[9]; - partylist *next; - char *partyname; + char *ACC (RW, partyleader); + char ACC (RW, passwd)[9]; + partylist *ACC (RW, next); + char *ACC (RW, partyname); -#ifdef 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; -}; -#define for_all_players(var) for (player *var = first_player; var; var = var->next) + sint64 ACC (RW, total_exp); + uint32 ACC (RW, kills); +}; INTERFACE_CLASS (player) struct player : zero_initialised, attachable { - player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ - client_ptr ACC (RO, ns); /* Socket information for this player */ - object_ptr ACC (RW, ob); /* The object representing the player */ - maptile *loading; /* When entering a map in progress of loading, not really used */ - rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ - bowtype_t ACC (RW, bowtype); /* which firemode? */ - petmode_t ACC (RW, petmode); /* which petmode? */ + client *ACC (RO, ns); /* Socket information for this player */ + object *ACC (RW, ob); /* The object representing the player */ + int ACC (RO, active); + + rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ + bowtype_t ACC (RW, bowtype); /* which firemode? */ + petmode_t ACC (RW, petmode); /* which petmode? */ object_ptr ACC (RW, 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 */ + /* That not all are used, it is just nice to map this 1:1 */ + /* With the range names */ usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ unapplymode ACC (RW, unapply); /* Method for auto unapply */ uint32 ACC (RW, count); /* Any numbers typed before a command */ @@ -138,15 +137,14 @@ sint8 ACC (RW, last_level); /* Last level we sent to client */ /* Try to put all the bitfields together - saves some small amount of memory */ - uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ - uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ - uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ - uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ - uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ - uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ - uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ - uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ - uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ + bool ACC (RW, braced); /* Will not move if braced, only attack */ + bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ + bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ + bool ACC (RW, fire_on); /* Player should fire object, not move */ + bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ + bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ + bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ + bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ @@ -166,8 +164,8 @@ object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ - char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ - char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ + shstr ACC (RW, savebed_map); /* map where player will respawn after death */ + shstr ACC (RW, maplevel); /* On which level is the player? */ char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ @@ -203,18 +201,25 @@ /* MAP_CLIENT_.., the upper left is used */ shstr ACC (RW, invis_race); /* What race invisible to? */ - bool ACC (RW, enable_save); Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ MTH static player *create (); - MTH static player *load (const char *path); - MTH void save (bool final = false); + + static player *load_pl (object_thawer &thawer); + MTH static player *load_pl (const char *path); + + bool save_pl (object_freezer &freezer); + MTH bool save_pl (const char *path); + void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; MTH void connect (client *ns); MTH void disconnect (); + MTH void activate (); + MTH void deactivate (); + // enters the initial map, after login or creation MTH void enter_map (); @@ -225,3 +230,11 @@ player (); }; +typedef object_vector playervec; + +extern playervec players; + +#define for_all_players(var) \ + for (int _i = 0; _i < players.size (); ++_i) \ + declvar (player *, var, players [_i]) +