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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.14 by root, Tue Sep 5 18:59:18 2006 UTC vs.
Revision 1.27 by root, Fri Dec 15 20:08:45 2006 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
16 17
17 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
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23*/
23 24
24#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
25struct Output_Buf { 26struct Output_Buf
27{
26 shstr buf; /* Actual string pointer */ 28 shstr buf; /* Actual string pointer */
27 uint32 first_update; /* First time this message was stored */ 29 uint32 first_update; /* First time this message was stored */
28 uint16 count; /* How many times we got this message */ 30 uint16 count; /* How many times we got this message */
29}; 31};
30 32
31/* wand/rod/horn rolled into range_misc. They all use the same body location 33/* wand/rod/horn rolled into range_misc. They all use the same body location
32 * anyways. 34 * anyways.
33 */ 35 */
34enum rangetype { 36enum rangetype
37{
35 range_bottom = -1, 38 range_bottom = -1,
36 range_none = 0, 39 range_none = 0,
37 range_bow = 1, 40 range_bow = 1,
38 range_magic = 2, 41 range_magic = 2,
39 range_misc = 3, 42 range_misc = 3,
40 range_golem = 4, 43 range_golem = 4,
41 range_skill = 5, 44 range_skill = 5,
42 range_builder = 6, 45 range_builder = 6,
43 range_size = 7 46 range_size = 7
44}; 47};
45 48
46enum bowtype_t { 49enum bowtype_t
50{
47 bow_normal = 0, 51 bow_normal = 0,
48 bow_threewide = 1, 52 bow_threewide = 1,
49 bow_spreadshot = 2, 53 bow_spreadshot = 2,
50 bow_n = 3, /* must stay at 3 */ 54 bow_n = 3, /* must stay at 3 */
51 bow_ne = 4, 55 bow_ne = 4,
52 bow_e = 5, 56 bow_e = 5,
53 bow_se = 6, 57 bow_se = 6,
54 bow_s = 7, 58 bow_s = 7,
55 bow_sw = 8, 59 bow_sw = 8,
56 bow_w = 9, 60 bow_w = 9,
57 bow_nw = 10, /* must stay at 10 */ 61 bow_nw = 10, /* must stay at 10 */
58 bow_bestarrow = 11 62 bow_bestarrow = 11
59}; 63};
60 64
61typedef enum _petmode { 65enum petmode_t
66{
62 pet_normal = 0, 67 pet_normal = 0,
63 pet_sad = 1, 68 pet_sad = 1,
64 pet_defend = 2, 69 pet_defend = 2,
65 pet_arena = 3 70 pet_arena = 3
66} petmode_t; 71};
67 72
68typedef enum usekeytype { 73enum usekeytype
74{
69 key_inventory=0, 75 key_inventory = 0,
70 keyrings=1, 76 keyrings = 1,
71 containers=2 77 containers = 2
72} usekeytype; 78};
73 79
74/* This is used to control what to do when we need to unapply 80/* This is used to control what to do when we need to unapply
75 * an object before we can apply another one. 81 * an object before we can apply another one.
76 */ 82 */
77typedef enum unapplymode { 83enum unapplymode
84{
78 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 85 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
79 unapply_never=1, /* will not unapply objects automatically */ 86 unapply_never = 1, /* will not unapply objects automatically */
80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 87 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
81 /* no choice - if there are multiple ojbect of the same type */ 88 /* no choice - if there are multiple ojbect of the same type */
82 /* that need to be unapplied, there is no way for the player */ 89 /* that need to be unapplied, there is no way for the player */
83 /* to control which of these will be unapplied. */ 90 /* to control which of these will be unapplied. */
84} unapplymode; 91};
85 92
86/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
87typedef struct party_struct { 94struct partylist
95{
88 char * partyleader; 96 char *partyleader;
89 char passwd[9]; 97 char passwd[9];
90 struct party_struct *next; 98 partylist *next;
91 char *partyname; 99 char *partyname;
92 100
93#ifdef PARTY_KILL_LOG 101#ifdef PARTY_KILL_LOG
94 struct party_kill { 102 struct party_kill
103 {
95 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
96 sint64 exp; 105 sint64 exp;
97 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
98#endif 107#endif
99 sint64 total_exp; 108 sint64 total_exp;
100 uint32 kills; 109 uint32 kills;
101} partylist; 110};
111
112ACC_CLASS (player)
102 113
103// memsettable part of player 114// memsettable part of player
104struct player_pod 115struct player_pod
105{ 116{
106 object *ob; /* The object representing the player */ 117 object_ptr ACC (RW, ob); /* The object representing the player */
107 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 118 maptile *loading; /* When entering a map in progress of loading, not really used */
108 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype shoottype; /* Which range-attack is being used by player */
109 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t bowtype; /* which firemode? */
110 petmode_t petmode; /* which petmode? */ 121 petmode_t petmode; /* which petmode? */
111 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
112 /* That not all are used, it is just nice to map this 1:1 */ 123 /* That not all are used, it is just nice to map this 1:1 */
113 /* With the range names */ 124 /* With the range names */
114 uint32 golem_count; /* To track the golem */
115 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype usekeys; /* Method for finding keys for doors */
116 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode unapply; /* Method for auto unapply */
117 uint32 count; /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
118 uint32 mode; /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
119 129
120 sint8 digestion; /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
121 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
122 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
123 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
124 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
125 sint16 item_power; /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
126 uint8 state; /* Input state of the player (name, password, etc */ 136 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
127 uint8 listening; /* Which priority will be used in info_all */ 137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
128 sint8 last_level; /* Last level we sent to client */ 138 sint8 ACC (RW, last_level); /* Last level we sent to client */
129 139
130 /* Try to put all the bitfields together - saves some small amount of memory */ 140 /* Try to put all the bitfields together - saves some small amount of memory */
131 uint32 braced:1; /* Will not move if braced, only attack */ 141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
133 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 143 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
134 uint32 fire_on:1; /* Player should fire object, not move */ 144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
135 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
136 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
137 uint32 name_changed:1; /* If true, the player has set a name. */ 147 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
138 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 148 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
139 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 149 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
140 uint32 explore:1; /* if True, player is in explore mode */ 150 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
141 uint32 no_shout:1; /* if True, player is *not* able to use shout command */ 151 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
142 152
143 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 153 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
144 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 154 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
145 155
146 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ 156 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
147 float last_weapon_sp; /* if diff than weapon_sp, update client */ 157 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
148 uint16 last_flags; /* fire/run on flags for last tick */ 158 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
149 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ 159 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
150 sint32 last_weight_limit; /* Last weight limit transmitted to client */ 160 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
151 uint32 last_path_attuned; /* Last spell attunment sent to client */ 161 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
152 uint32 last_path_repelled; /* Last spell repelled sent to client */ 162 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
153 uint32 last_path_denied; /* Last spell denied sent to client */ 163 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
154 living orig_stats; /* Permanent real stats of player */ 164 living ACC (RO, orig_stats); /* Permanent real stats of player */
155 living last_stats; /* Last stats as sent to client */ 165 living ACC (RO, last_stats); /* Last stats as sent to client */
156 float last_speed; /* Last speed as sent to client */ 166 float ACC (RW, last_speed); /* Last speed as sent to client */
157 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
158 int Swap_First; /* First stat player has selected to swap */ 168 int Swap_First; /* First stat player has selected to swap */
159 object *last_used; /* Pointer to object last picked or applied */ 169 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
160 uint32 last_used_id; /* Safety measures to be sure it's the same */
161 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
162 /* the player can see. For maps smaller than */
163 /* MAP_CLIENT_.., the upper left is used */
164 170
165 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 171 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
166 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 172 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
167 char maplevel[MAX_BUF]; /* On which level is the player? */ 173 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
168 char spellparam[MAX_BUF]; /* What param to add to spells */ 174 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
169 175
170 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 176 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
171 /* Note that for dragon players, this is filled in for them */ 177 /* Note that for dragon players, this is filled in for them */
172 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 178 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
173 179
174 sint8 levhp[11]; /* What the player gained on that level */ 180 sint8 levhp[11]; /* What the player gained on that level */
175 sint8 levsp[11]; /* Same for sp */ 181 sint8 levsp[11]; /* Same for sp */
176 sint8 levgrace[11]; /* And same for grace */ 182 sint8 levgrace[11]; /* And same for grace */
177 183
178 char killer[BIG_NAME]; /* Who killed this player. */ 184 char ACC (RW, killer)[64]; /* Who killed this player. */
179 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
180 185
181 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 186 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
182 char input_buf[MAX_BUF]; /* Holds command to run */ 187 char input_buf[MAX_BUF]; /* Holds command to run */
183 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 188 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
184 189
185#ifdef SAVE_INTERVAL
186 time_t last_save_time; 190 time_t ACC (RW, last_save_time);
187#endif /* SAVE_INTERVAL */
188#ifdef AUTOSAVE
189 uint32 last_save_tick; 191 uint32 ACC (RW, last_save_tick);
190#endif
191 partylist *party; /* Party this player is part of */ 192 partylist *ACC (RW, party); /* Party this player is part of */
192 partylist *party_to_join; /* used when player wants to join a party */ 193 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
193 /* but we will have to get password first */ 194 /* but we will have to get password first */
194 /* so we have to remember which party to */ 195 /* so we have to remember which party to */
195 /* join */ 196 /* join */
196 char search_str[MAX_BUF]; /* Item we are looking for */ 197 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
197 sint16 encumbrance; /* How much our player is encumbered */ 198 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
198 uint16 outputs_sync; /* How often to print, no matter what */ 199 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
199 uint16 outputs_count; /* Print if this count is exceeded */ 200 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
200 object *mark; /* marked object */ 201 object_ptr ACC (RW, mark); /* marked object */
201 uint32 mark_count; /* count of mark object */
202 /* Special DM fields */ 202 /* Special DM fields */
203 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 203 tag_t *stack_items; /* Item stack for patch/dump/... commands */
204 int stack_position; /* Current stack position, 0 for no item */ 204 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
205 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
206 /* the player can see. For maps smaller than */
207 /* MAP_CLIENT_.., the upper left is used */
205}; 208};
206 209
207typedef struct pl : zero_initialised, attachable<struct pl>, player_pod 210struct player : zero_initialised, attachable<player>, player_pod
208{ 211{
209 struct pl *next; /* Pointer to next player, NULL if this is last */ 212 player *next; /* Pointer to next player, NULL if this is last */
210 NewSocket socket; /* Socket information for this player */ 213 client *ACC (RO, socket); /* Socket information for this player */
211 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 214 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
212 shstr invis_race; /* What race invisible to? */ 215 shstr invis_race; /* What race invisible to? */
213 216
214 void clear () 217 void clear ()
215 { 218 {
216 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod)); 219 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
217 attachable_clear (); 220 attachable_clear ();
218 invis_race = 0; 221 invis_race = 0;
219 222
220 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 223 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
221 outputs[i].buf = 0; 224 outputs[i].buf = 0;
222 } 225 }
223} player; 226};
224 227
225

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