--- deliantra/server/include/player.h 2006/12/31 21:26:18 1.40 +++ deliantra/server/include/player.h 2007/01/29 16:11:48 1.46 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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. - - 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 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 -*/ + * 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 + * + * This program 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. + * + * 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 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 + */ #define NUM_OUTPUT_BUFS 5 struct Output_Buf @@ -108,21 +109,19 @@ uint32 ACC (RW, kills); }; -#define for_all_players(var) for (player *var = first_player; var; var = var->next) - 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 */ @@ -135,34 +134,20 @@ 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 */ - sint8 ACC (RW, last_level); /* Last level we sent to client */ /* Try to put all the bitfields together - saves some small amount of memory */ - 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 */ + 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 */ float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ - float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ - uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ - sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ - sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ - uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ - uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ - uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ 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 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ + object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 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) */ @@ -183,8 +168,6 @@ char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ - time_t ACC (RW, last_save_time); - uint32 ACC (RW, last_save_tick); partylist *ACC (RW, party); /* Party this player is part of */ partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ /* but we will have to get password first */ @@ -203,18 +186,29 @@ /* 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; + // 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; + 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 +219,11 @@ 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]) +