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Comparing deliantra/server/include/player.h (file contents):
Revision 1.51 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.62 by root, Sun Jun 24 00:33:54 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25enum bowtype_t 25enum bowtype_t
26{ 26{
27 bow_normal = 0, 27 bow_normal = 0,
83 83
84 sint64 ACC (RW, total_exp); 84 sint64 ACC (RW, total_exp);
85 uint32 ACC (RW, kills); 85 uint32 ACC (RW, kills);
86}; 86};
87 87
88// used for pet monster logic etc.
89static bool
90same_party (partylist *a, partylist *b)
91{
92 return a == b && a;
93}
94
88INTERFACE_CLASS (player) 95INTERFACE_CLASS (player)
89struct player : zero_initialised, attachable 96struct player : zero_initialised, attachable
90{ 97{
91 client *ACC (RO, ns); /* Socket information for this player */ 98 client *ACC (RO, ns); /* Socket information for this player */
92 object *ACC (RW, ob); /* The object representing the player */ 99 object *ACC (RW, ob); /* The object representing the player */
93 int ACC (RO, active); 100 object_vector_index ACC (RO, active);
94 101
95 bowtype_t ACC (RW, bowtype); /* which firemode? */ 102 bowtype_t ACC (RW, bowtype); /* which firemode? */
96 petmode_t ACC (RW, petmode); /* which petmode? */ 103 petmode_t ACC (RW, petmode); /* which petmode? */
97 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
98 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 105 unapplymode ACC (RW, unapply); /* Method for auto unapply */
111 bool ACC (RW, braced); /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
112 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
113 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ 120 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
114 bool ACC (RW, fire_on); /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
115 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ 122 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
116 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
117 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
118 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
119 125
120 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
121 living ACC (RO, orig_stats); /* Permanent real stats of player */ 128 living ACC (RO, orig_stats); /* Permanent real stats of player */
122 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
123 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 130 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
124 131
125 object_ptr ACC (RW, combat_skill); // which skill to use for direct attacks
126 object_ptr ACC (RW, combat_ob); // which weapon to use 132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
127 object_ptr ACC (RW, ranged_skill); // which skill to use for ranged attacks 133 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
128 object_ptr ACC (RW, ranged_ob); // bow/spell
129 object_ptr ACC (RW, golem); // the currently controlled golem 134 object_ptr ACC (RW, golem); // the currently controlled golem
135 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
130 136
131 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 137 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
132 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 138 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
133 shstr ACC (RW, maplevel); /* On which level is the player? */ 139 shstr ACC (RW, maplevel); /* On which level is the player? */
134 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 140 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
184 MTH void disconnect (); 190 MTH void disconnect ();
185 191
186 MTH void activate (); 192 MTH void activate ();
187 MTH void deactivate (); 193 MTH void deactivate ();
188 194
189 // enters the initial map, after login or creation
190 MTH void enter_map ();
191
192 MTH void chargen_race_done (); 195 MTH void chargen_race_done ();
193 MTH void chargen_race_next (); 196 MTH void chargen_race_next ();
197
198 MTH void set_observe (object *ob);
194 199
195 ~player (); 200 ~player ();
196 201
197private: 202private:
198 void set_object (object *op); 203 void set_object (object *op);
203 208
204extern playervec players; 209extern playervec players;
205 210
206#define for_all_players(var) \ 211#define for_all_players(var) \
207 for (unsigned _i = 0; _i < players.size (); ++_i) \ 212 for (unsigned _i = 0; _i < players.size (); ++_i) \
208 declvar (player *, var, players [_i]) 213 statementvar (player *, var, players [_i])
209 214

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