--- deliantra/server/include/player.h 2007/04/30 05:54:14 1.52
+++ deliantra/server/include/player.h 2007/07/01 05:00:18 1.64
@@ -1,25 +1,24 @@
/*
- * CrossFire, A Multiplayer game
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- * Copyright (C) 1992 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
*
- * This program is free software; you can redistribute it and/or modify
+ * 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
+ * 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
+ * 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 this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * The authors can be reached via e-mail at crossfire@schmorp.de
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
enum bowtype_t
@@ -85,12 +84,19 @@
uint32 ACC (RW, kills);
};
+// used for pet monster logic etc.
+static bool
+same_party (partylist *a, partylist *b)
+{
+ return a == b && a;
+}
+
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);
+ object_vector_index ACC (RO, active);
bowtype_t ACC (RW, bowtype); /* which firemode? */
petmode_t ACC (RW, petmode); /* which petmode? */
@@ -106,6 +112,7 @@
sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
sint16 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 */
@@ -113,20 +120,19 @@
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 */
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
living ACC (RO, orig_stats); /* Permanent real stats of player */
object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
- object_ptr ACC (RW, combat_skill); // which skill to use for direct attacks
- object_ptr ACC (RW, combat_ob); // which weapon to use
- object_ptr ACC (RW, ranged_skill); // which skill to use for ranged attacks
- object_ptr ACC (RW, ranged_ob); // bow/spell
+ 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 */
@@ -180,20 +186,17 @@
// 0 - nothing see, 100 - fully visible
MTH sint8 visibility_at (maptile *map, int x, int y) const;
- MTH void set_skill (object *skill, object *ob = 0);
-
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 ();
-
MTH void chargen_race_done ();
MTH void chargen_race_next ();
+ MTH void set_observe (object *ob);
+
~player ();
private:
@@ -207,5 +210,5 @@
#define for_all_players(var) \
for (unsigned _i = 0; _i < players.size (); ++_i) \
- declvar (player *, var, players [_i])
+ statementvar (player *, var, players [_i])