--- deliantra/server/include/player.h 2006/12/23 13:56:25 1.33 +++ deliantra/server/include/player.h 2006/12/31 21:26:18 1.40 @@ -90,41 +90,41 @@ }; /* 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; + + sint64 ACC (RW, total_exp); + uint32 ACC (RW, kills); }; #define for_all_players(var) for (player *var = first_player; var; var = var->next) -ACC_CLASS (player) -struct player : zero_initialised, refcounted, attachable +INTERFACE_CLASS (player) +struct player : zero_initialised, attachable { player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ - client *ACC (RO, ns); /* Socket information for this player */ + 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 shoottype; /* Which range-attack is being used by player */ - bowtype_t bowtype; /* which firemode? */ - petmode_t petmode; /* which petmode? */ - object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ + 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 */ - usekeytype usekeys; /* Method for finding keys for doors */ - unapplymode unapply; /* Method for auto unapply */ + 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 */ uint32 ACC (RW, mode); /* Mode of player for pickup. */ @@ -138,15 +138,15 @@ 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 (RO, braced); /* Will not move if braced, only attack */ + bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */ + bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */ + bool ACC (RO, fire_on); /* Player should fire object, not move */ + bool ACC (RO, run_on); /* Player should keep moving in dir until run is off */ + bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */ + bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */ + bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */ + bool ACC (RO, explore); /* if True, player is in explore mode */ object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ @@ -162,21 +162,21 @@ living ACC (RO, orig_stats); /* Permanent real stats of player */ living ACC (RO, last_stats); /* Last stats as sent to client */ float ACC (RW, last_speed); /* Last speed as sent to client */ - sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ + sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ 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 */ /* Note that for dragon players, this is filled in for them */ char ACC (RW, title)[64]; /* 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 */ + sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ + sint8 ACC (RW, levsp[11]); /* Same for sp */ + sint8 ACC (RW, levgrace[11]); /* And same for grace */ char ACC (RW, killer)[64]; /* Who killed this player. */ @@ -206,11 +206,17 @@ bool ACC (RW, enable_save); Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ - static player *create (); - static player *load (const char *path); - void save (bool final = false); + MTH static player *create (); + MTH static player *load (const char *path); + MTH void save (bool final = false); + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; + + MTH void connect (client *ns); + MTH void disconnect (); - void connect (client *ns); + // enters the initial map, after login or creation + MTH void enter_map (); ~player ();