--- deliantra/server/include/player.h 2006/09/16 22:24:12 1.16 +++ deliantra/server/include/player.h 2006/12/31 10:28:36 1.38 @@ -1,4 +1,3 @@ - /* CrossFire, A Multiplayer game for X-windows @@ -19,7 +18,7 @@ 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-devel@real-time.com + The authors can be reached via e-mail at crossfire@schmorp.de */ #define NUM_OUTPUT_BUFS 5 @@ -91,142 +90,138 @@ }; /* not really the player, but tied pretty closely */ +INTERFACE_CLASS (partylist) struct partylist { - char *partyleader; - char passwd[9]; - partylist *next; - char *partyname; + char *ACC (RW, partyleader); + char ACC (RW, passwd)[9]; + partylist *ACC (RW, next); + char *ACC (RW, partyname); -#ifdef PARTY_KILL_LOG struct party_kill { char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; sint64 exp; } party_kills[PARTY_KILL_LOG]; -#endif - sint64 total_exp; - uint32 kills; + + sint64 ACC (RW, total_exp); + uint32 ACC (RW, kills); }; -// memsettable part of player -struct player_pod +#define for_all_players(var) for (player *var = first_player; var; var = var->next) + +INTERFACE_CLASS (player) +struct player : zero_initialised, attachable { - object *ob; /* The object representing the player */ + 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 shoottype; /* Which range-attack is being used by player */ - bowtype_t bowtype; /* which firemode? */ - petmode_t petmode; /* which petmode? */ - object *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 */ - uint32 golem_count; /* To track the golem */ - usekeytype usekeys; /* Method for finding keys for doors */ - unapplymode unapply; /* Method for auto unapply */ - uint32 count; /* Any numbers typed before a command */ - uint32 mode; /* Mode of player for pickup. */ - - sint8 digestion; /* Any bonuses/penalties to digestion */ - sint8 gen_hp; /* Bonuses to regeneration speed of hp */ - sint8 gen_sp; /* Bonuses to regeneration speed of sp */ - sint8 gen_sp_armour; /* Penalty to sp regen from armour */ - sint8 gen_grace; /* Bonuses to regeneration speed of grace */ - sint16 item_power; /* Total item power of objects equipped */ - uint8 state; /* Input state of the player (name, password, etc */ - uint8 listening; /* Which priority will be used in info_all */ - sint8 last_level; /* Last level we sent to client */ + 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 */ + 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 */ + 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 */ + 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 */ - uint32 braced:1; /* Will not move if braced, only attack */ - uint32 tmp_invis:1; /* Will invis go away when we attack ? */ - uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ - uint32 fire_on:1; /* Player should fire object, not move */ - uint32 run_on:1; /* Player should keep moving in dir until run is off */ - uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ - uint32 name_changed:1; /* If true, the player has set a name. */ - uint32 peaceful:1; /* If set, won't attack friendly creatures */ - uint32 hidden:1; /* If True, player (DM) is hidden from view */ - uint32 explore:1; /* if True, player is in explore mode */ - uint32 no_shout:1; /* if True, player is *not* able to use shout command */ + uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ + uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ + uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ + uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ + uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ + uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ + uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ + uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ + uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ - object *last_skill_ob[NUM_SKILLS]; /* the exp object */ + object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ - float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */ - float last_weapon_sp; /* if diff than weapon_sp, update client */ - uint16 last_flags; /* fire/run on flags for last tick */ - sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ - sint32 last_weight_limit; /* Last weight limit transmitted to client */ - uint32 last_path_attuned; /* Last spell attunment sent to client */ - uint32 last_path_repelled; /* Last spell repelled sent to client */ - uint32 last_path_denied; /* Last spell denied sent to client */ - living orig_stats; /* Permanent real stats of player */ - living last_stats; /* Last stats as sent to client */ - float last_speed; /* Last speed as sent to client */ - sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ - int Swap_First; /* First stat player has selected to swap */ - object *last_used; /* Pointer to object last picked or applied */ - uint32 last_used_id; /* Safety measures to be sure it's the same */ - sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ - /* the player can see. For maps smaller than */ - /* MAP_CLIENT_.., the upper left is used */ - - sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ - char savebed_map[MAX_BUF]; /* map where player will respawn after death */ - char maplevel[MAX_BUF]; /* On which level is the player? */ - char spellparam[MAX_BUF]; /* What param to add to spells */ + 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 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) */ + char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ + char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ + char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ - char own_title[MAX_NAME]; /* Title the player has chosen for themself */ + char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ /* Note that for dragon players, this is filled in for them */ - char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ + char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ + + sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ + sint8 ACC (RW, levsp[11]); /* Same for sp */ + sint8 ACC (RW, levgrace[11]); /* And same for grace */ - sint8 levhp[11]; /* What the player gained on that level */ - sint8 levsp[11]; /* Same for sp */ - sint8 levgrace[11]; /* And same for grace */ - - char killer[BIG_NAME]; /* Who killed this player. */ - - char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ - char input_buf[MAX_BUF]; /* Holds command to run */ - char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ - -#ifdef SAVE_INTERVAL - time_t last_save_time; -#endif /* SAVE_INTERVAL */ -#ifdef AUTOSAVE - uint32 last_save_tick; -#endif - partylist *party; /* Party this player is part of */ - partylist *party_to_join; /* used when player wants to join a party */ + char ACC (RW, killer)[64]; /* Who killed this player. */ + + 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 */ /* so we have to remember which party to */ /* join */ - char search_str[MAX_BUF]; /* Item we are looking for */ - sint16 encumbrance; /* How much our player is encumbered */ - uint16 outputs_sync; /* How often to print, no matter what */ - uint16 outputs_count; /* Print if this count is exceeded */ - object *mark; /* marked object */ - uint32 mark_count; /* count of mark object */ + char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ + sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ + uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ + uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ + object_ptr ACC (RW, mark); /* marked object */ /* Special DM fields */ tag_t *stack_items; /* Item stack for patch/dump/... commands */ - int stack_position; /* Current stack position, 0 for no item */ -}; + int ACC (RW, stack_position); /* Current stack position, 0 for no item */ + sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ + /* the player can see. For maps smaller than */ + /* MAP_CLIENT_.., the upper left is used */ -struct player : zero_initialised, attachable, player_pod -{ - player *next; /* Pointer to next player, NULL if this is last */ - NewSocket socket; /* Socket information for this player */ + 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 */ - shstr invis_race; /* What race invisible to? */ - void clear () - { - memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); - attachable_clear (); - invis_race = 0; - - for (int i = 0; i < NUM_OUTPUT_BUFS; i++) - outputs[i].buf = 0; - } + MTH static player *create (); + MTH static player *load (const char *path); + MTH void save (bool final = false); + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; + + MTH void connect (client *ns); + MTH void disconnect (); + + // enters the initial map, after login or creation + MTH void enter_map (); + + ~player (); + +private: + void set_object (object *op); + player (); };