--- deliantra/server/include/player.h 2007/05/28 21:15:56 1.59 +++ deliantra/server/include/player.h 2008/04/23 07:25:54 1.76 @@ -1,25 +1,24 @@ /* - * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Crossfire TRT is free software; you can redistribute it and/or modify it - * under the terms of the GNU General Public License as published by the Free - * Software Foundation; either version 2 of the License, or (at your option) - * any later version. + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. * - * This program is distributed in the hope that it will be useful, but - * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY - * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License - * for more details. + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License along - * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 - * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . * - * The authors can be reached via e-mail to + * The authors can be reached via e-mail to */ enum bowtype_t @@ -95,9 +94,9 @@ INTERFACE_CLASS (player) struct player : zero_initialised, attachable { - client *ACC (RO, ns); /* Socket information for this player */ - object *ACC (RW, ob); /* The object representing the player */ - int ACC (RO, active); + client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ + object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ + object_vector_index ACC (RO, active); bowtype_t ACC (RW, bowtype); /* which firemode? */ petmode_t ACC (RW, petmode); /* which petmode? */ @@ -106,13 +105,14 @@ uint32 ACC (RW, count); /* Any numbers typed before a command */ uint32 ACC (RW, mode); /* Mode of player for pickup. */ - sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ - sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ - sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ - sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ - sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ - sint16 ACC (RW, item_power); /* Total item power of objects equipped */ + int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ + int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ + int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ + int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ + int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ + int ACC (RW, item_power); /* Total item power of objects equipped */ uint8 ACC (RW, listening); /* Which priority will be used in info_all */ + uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ /* Try to put all the bitfields together - saves some small amount of memory */ bool ACC (RW, braced); /* Will not move if braced, only attack */ @@ -122,6 +122,7 @@ bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ + bool ACC (RW, dirty); // set if player is dirty (not reliable yet!) float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks @@ -132,6 +133,7 @@ object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks object_ptr ACC (RW, golem); // the currently controlled golem + object_ptr ACC (RW, observe); // the object that is being observed (or 0) sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ shstr ACC (RW, savebed_map); /* map where player will respawn after death */ @@ -171,9 +173,10 @@ shstr ACC (RW, invis_race); /* What race invisible to? */ MTH static player *create (); + static player *find (const_utf8_string name); static player *load_pl (object_thawer &thawer); - MTH static player *load_pl (const char *path); + MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } bool save_pl (object_freezer &freezer); MTH bool save_pl (const char *path); @@ -181,6 +184,12 @@ void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; + MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const + { + if (ns) + ns->play_sound (sound, dx, dy); + } + // wether the player can "see" this mapspace or not, decided by los // 0 - nothing see, 100 - fully visible MTH sint8 visibility_at (maptile *map, int x, int y) const; @@ -194,6 +203,27 @@ MTH void chargen_race_done (); MTH void chargen_race_next (); + MTH void set_observe (object *ob); + + void send_msg (int color, const char *type, const char *msg) + { + ns->send_msg (color, type, msg); + } + + // a prominent box that can easily be escaped away or so + // should be used for informative output such as who, maps etc. + // will stay on-screen + MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK); + + // a prominent msg that signifies some important event, + // an improvement potion effect potion. should not be long. + // might time out after a while + MTH void statusmsg (const char *msg, int color = NDI_BLACK); + + // a prominent box that signifies some error such as a failed + // improvement potion. should not be long. + MTH void failmsg (const char *msg, int color = NDI_RED); + ~player (); private: @@ -206,6 +236,17 @@ extern playervec players; #define for_all_players(var) \ - for (unsigned _i = 0; _i < players.size (); ++_i) \ - declvar (player *, var, players [_i]) + for (unsigned _i = 0; _i < ::players.size (); ++_i) \ + statementvar (player *, var, ::players [_i]) +inline void +object::statusmsg (const char *msg, int color) +{ + if (expect_true (contr)) contr->statusmsg (msg, color); +} + +inline void +object::failmsg (const char *msg, int color) +{ + if (expect_true (contr)) contr->failmsg (msg, color); +}