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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.19 by root, Fri Sep 29 11:53:08 2006 UTC vs.
Revision 1.43 by root, Sun Jan 7 02:39:14 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
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
19 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 23*/
24 24
25#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
26struct Output_Buf 26struct Output_Buf
27{ 27{
89 /* that need to be unapplied, there is no way for the player */ 89 /* that need to be unapplied, there is no way for the player */
90 /* to control which of these will be unapplied. */ 90 /* to control which of these will be unapplied. */
91}; 91};
92 92
93/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
94INTERFACE_CLASS (partylist)
94struct partylist 95struct partylist
95{ 96{
96 char *partyleader; 97 char *ACC (RW, partyleader);
97 char passwd[9]; 98 char ACC (RW, passwd)[9];
98 partylist *next; 99 partylist *ACC (RW, next);
99 char *partyname; 100 char *ACC (RW, partyname);
100 101
101#ifdef PARTY_KILL_LOG
102 struct party_kill 102 struct party_kill
103 { 103 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp; 105 sint64 exp;
106 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
107#endif 107
108 sint64 total_exp; 108 sint64 ACC (RW, total_exp);
109 uint32 kills; 109 uint32 ACC (RW, kills);
110}; 110};
111 111
112ACC_CLASS (player) 112INTERFACE_CLASS (player)
113 113struct player : zero_initialised, attachable
114// memsettable part of player
115struct player_pod
116{ 114{
115 client *ACC (RO, ns); /* Socket information for this player */
117 object_ptr ACC (RW, ob); /* The object representing the player */ 116 object *ACC (RW, ob); /* The object representing the player */
118 maptile *loading; /* When entering a map in progress of loading, not really used */ 117 int ACC (RO, active);
118
119 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t petmode; /* which petmode? */ 121 petmode_t ACC (RW, petmode); /* which petmode? */
122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ 122 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
123 /* That not all are used, it is just nice to map this 1:1 */ 123 /* That not all are used, it is just nice to map this 1:1 */
124 /* With the range names */ 124 /* With the range names */
125 uint32 ACC (RW, golem_count); /* To track the golem */
126 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
127 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
128 uint32 ACC (RW, count); /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
129 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
130 129
131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
134 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
137 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
138 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
139 sint8 ACC (RW, last_level); /* Last level we sent to client */ 137 sint8 ACC (RW, last_level); /* Last level we sent to client */
140 138
141 /* Try to put all the bitfields together - saves some small amount of memory */ 139 /* Try to put all the bitfields together - saves some small amount of memory */
142 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 140 bool ACC (RW, braced); /* Will not move if braced, only attack */
143 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 141 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
144 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ 142 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
145 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 143 bool ACC (RW, fire_on); /* Player should fire object, not move */
146 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 144 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
147 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ 145 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
148 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
149 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 146 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
150 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 147 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
151 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
152 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
153 148
154 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 149 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
155 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 150 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
156 151
157 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 152 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
163 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ 158 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
164 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ 159 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
165 living ACC (RO, orig_stats); /* Permanent real stats of player */ 160 living ACC (RO, orig_stats); /* Permanent real stats of player */
166 living ACC (RO, last_stats); /* Last stats as sent to client */ 161 living ACC (RO, last_stats); /* Last stats as sent to client */
167 float ACC (RW, last_speed); /* Last speed as sent to client */ 162 float ACC (RW, last_speed); /* Last speed as sent to client */
168 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 163 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
169 int Swap_First; /* First stat player has selected to swap */
170 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 164 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
171 uint32 last_used_id; /* Safety measures to be sure it's the same */
172 165
173 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 166 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
174 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 167 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
175 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 168 shstr ACC (RW, maplevel); /* On which level is the player? */
176 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 169 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
177 170
178 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 171 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
179 /* Note that for dragon players, this is filled in for them */ 172 /* Note that for dragon players, this is filled in for them */
180 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 173 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
181 174
182 sint8 levhp[11]; /* What the player gained on that level */ 175 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
183 sint8 levsp[11]; /* Same for sp */ 176 sint8 ACC (RW, levsp[11]); /* Same for sp */
184 sint8 levgrace[11]; /* And same for grace */ 177 sint8 ACC (RW, levgrace[11]); /* And same for grace */
185 178
186 char ACC (RW, killer)[64]; /* Who killed this player. */ 179 char ACC (RW, killer)[64]; /* Who killed this player. */
187 180
188 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 181 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
189 char input_buf[MAX_BUF]; /* Holds command to run */
190 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 182 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
191 183
192 time_t ACC (RW, last_save_time); 184 time_t ACC (RW, last_save_time);
193 uint32 ACC (RW, last_save_tick); 185 uint32 ACC (RW, last_save_tick);
194 partylist *ACC (RW, party); /* Party this player is part of */ 186 partylist *ACC (RW, party); /* Party this player is part of */
203 object_ptr ACC (RW, mark); /* marked object */ 195 object_ptr ACC (RW, mark); /* marked object */
204 /* Special DM fields */ 196 /* Special DM fields */
205 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 197 tag_t *stack_items; /* Item stack for patch/dump/... commands */
206 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 198 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
207 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 199 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
208 /* the player can see. For maps smaller than */ 200 /* the player can see. For maps smaller than */
209 /* MAP_CLIENT_.., the upper left is used */ 201 /* MAP_CLIENT_.., the upper left is used */
210};
211 202
212struct player : zero_initialised, attachable<player>, player_pod 203 shstr ACC (RW, invis_race); /* What race invisible to? */
213{
214 player *next; /* Pointer to next player, NULL if this is last */
215 NewSocket socket; /* Socket information for this player */
216 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 204 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
217 shstr invis_race; /* What race invisible to? */
218 205
219 void clear () 206 MTH static player *create ();
220 {
221 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
222 attachable_clear ();
223 invis_race = 0;
224 207
225 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 208 static player *load_pl (object_thawer &thawer);
226 outputs[i].buf = 0; 209 MTH static player *load_pl (const char *path);
227 }
228};
229 210
211 bool save_pl (object_freezer &freezer);
212 MTH bool save_pl (const char *path);
213
214 void do_destroy ();
215 void gather_callbacks (AV *&callbacks, event_type event) const;
216
217 MTH void connect (client *ns);
218 MTH void disconnect ();
219
220 MTH void activate ();
221 MTH void deactivate ();
222
223 // enters the initial map, after login or creation
224 MTH void enter_map ();
225
226 ~player ();
227
228private:
229 void set_object (object *op);
230 player ();
231};
232
233typedef object_vector<player, &player::active> playervec;
234
235extern playervec players;
236
237#define for_all_players(var) \
238 for (int _i = 0; _i < players.size (); ++_i) \
239 declvar (player *, var, players [_i])
240

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