1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra is free software: you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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23 | */ |
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24 | |
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25 | #define NUM_OUTPUT_BUFS 5 |
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26 | struct Output_Buf |
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27 | { |
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28 | shstr buf; /* Actual string pointer */ |
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29 | uint32 first_update; /* First time this message was stored */ |
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30 | uint16 count; /* How many times we got this message */ |
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31 | }; |
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32 | |
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33 | /* wand/rod/horn rolled into range_misc. They all use the same body location |
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34 | * anyways. |
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35 | */ |
22 | */ |
36 | enum rangetype |
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37 | { |
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38 | range_bottom = -1, |
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39 | range_none = 0, |
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40 | range_bow = 1, |
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41 | range_magic = 2, |
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42 | range_misc = 3, |
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43 | range_golem = 4, |
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44 | range_skill = 5, |
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45 | range_builder = 6, |
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46 | range_size = 7 |
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47 | }; |
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48 | |
23 | |
49 | enum bowtype_t |
24 | enum bowtype_t |
50 | { |
25 | { |
51 | bow_normal = 0, |
26 | bow_normal = 0, |
52 | bow_threewide = 1, |
27 | bow_threewide = 1, |
53 | bow_spreadshot = 2, |
28 | bow_spreadshot = 2, |
54 | bow_n = 3, /* must stay at 3 */ |
29 | bow_n = 3, /* must stay at 3 */ |
55 | bow_ne = 4, |
30 | bow_ne = 4, |
56 | bow_e = 5, |
31 | bow_e = 5, |
57 | bow_se = 6, |
32 | bow_se = 6, |
58 | bow_s = 7, |
33 | bow_s = 7, |
59 | bow_sw = 8, |
34 | bow_sw = 8, |
60 | bow_w = 9, |
35 | bow_w = 9, |
61 | bow_nw = 10, /* must stay at 10 */ |
36 | bow_nw = 10, /* must stay at 10 */ |
62 | bow_bestarrow = 11 |
37 | bow_bestarrow = 11 |
63 | }; |
38 | }; |
64 | |
39 | |
65 | enum petmode_t |
40 | enum petmode_t |
66 | { |
41 | { |
67 | pet_normal = 0, |
42 | pet_normal = 0, |
68 | pet_sad = 1, |
43 | pet_sad = 1, |
69 | pet_defend = 2, |
44 | pet_defend = 2, |
70 | pet_arena = 3 |
45 | pet_arena = 3, |
71 | }; |
46 | }; |
72 | |
47 | |
73 | enum usekeytype |
48 | enum usekeytype |
74 | { |
49 | { |
75 | key_inventory = 0, |
50 | key_inventory = 0, |
76 | keyrings = 1, |
51 | keyrings = 1, |
77 | containers = 2 |
52 | containers = 2, |
78 | }; |
53 | }; |
79 | |
54 | |
80 | /* This is used to control what to do when we need to unapply |
55 | /* This is used to control what to do when we need to unapply |
81 | * an object before we can apply another one. |
56 | * an object before we can apply another one. |
82 | */ |
57 | */ |
… | |
… | |
89 | /* that need to be unapplied, there is no way for the player */ |
64 | /* that need to be unapplied, there is no way for the player */ |
90 | /* to control which of these will be unapplied. */ |
65 | /* to control which of these will be unapplied. */ |
91 | }; |
66 | }; |
92 | |
67 | |
93 | /* not really the player, but tied pretty closely */ |
68 | /* not really the player, but tied pretty closely */ |
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69 | INTERFACE_CLASS (partylist) |
94 | struct partylist |
70 | struct partylist |
95 | { |
71 | { |
96 | char *partyleader; |
72 | char *ACC (RW, partyleader); |
97 | char passwd[9]; |
73 | char ACC (RW, passwd)[9]; |
98 | partylist *next; |
74 | partylist *ACC (RW, next); |
99 | char *partyname; |
75 | char *ACC (RW, partyname); |
100 | |
76 | |
101 | #ifdef PARTY_KILL_LOG |
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102 | struct party_kill |
77 | struct party_kill |
103 | { |
78 | { |
104 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
79 | char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; |
105 | sint64 exp; |
80 | sint64 exp; |
106 | } party_kills[PARTY_KILL_LOG]; |
81 | } party_kills[PARTY_KILL_LOG]; |
107 | #endif |
82 | |
108 | sint64 total_exp; |
83 | sint64 ACC (RW, total_exp); |
109 | uint32 kills; |
84 | uint32 ACC (RW, kills); |
110 | }; |
85 | }; |
111 | |
86 | |
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87 | // used for pet monster logic etc. |
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88 | static bool |
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89 | same_party (partylist *a, partylist *b) |
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90 | { |
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91 | return a == b && a; |
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92 | } |
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93 | |
112 | ACC_CLASS (player) |
94 | INTERFACE_CLASS (player) |
113 | |
95 | struct player : zero_initialised, attachable |
114 | // memsettable part of player |
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115 | struct player_pod |
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116 | { |
96 | { |
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97 | client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ |
117 | object_ptr ACC (RW, ob); /* The object representing the player */ |
98 | object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ |
118 | maptile *loading; /* When entering a map in progress of loading, not really used */ |
99 | object_vector_index ACC (RO, active); |
119 | rangetype shoottype; /* Which range-attack is being used by player */ |
100 | |
120 | bowtype_t bowtype; /* which firemode? */ |
101 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
121 | petmode_t petmode; /* which petmode? */ |
102 | petmode_t ACC (RW, petmode); /* which petmode? */ |
122 | object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ |
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123 | /* That not all are used, it is just nice to map this 1:1 */ |
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124 | /* With the range names */ |
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125 | usekeytype usekeys; /* Method for finding keys for doors */ |
103 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
126 | unapplymode unapply; /* Method for auto unapply */ |
104 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
127 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
105 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
128 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
106 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
129 | |
107 | |
130 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
108 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
131 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
109 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
132 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
110 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
133 | sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
111 | int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ |
134 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
112 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
135 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
113 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
136 | uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ |
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137 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
114 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
138 | sint8 ACC (RW, last_level); /* Last level we sent to client */ |
115 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ |
139 | |
116 | |
140 | /* Try to put all the bitfields together - saves some small amount of memory */ |
117 | /* Try to put all the bitfields together - saves some small amount of memory */ |
141 | uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ |
118 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
142 | uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ |
119 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
143 | uint32 ACC (RO, do_los):1; /* 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 */ |
144 | uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ |
121 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
145 | uint32 ACC (RO, run_on):1; /* 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 */ |
146 | uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ |
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147 | uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ |
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148 | uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ |
123 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
149 | uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ |
124 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
150 | uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ |
125 | bool ACC (RW, dirty); // set if player is dirty (not reliable yet!) |
151 | uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */ |
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152 | |
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153 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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154 | sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ |
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155 | |
126 | |
156 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
127 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
157 | float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ |
128 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
158 | uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ |
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159 | sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ |
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160 | sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ |
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161 | uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ |
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162 | uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ |
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163 | uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ |
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164 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
129 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
165 | living ACC (RO, last_stats); /* Last stats as sent to client */ |
130 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
166 | float ACC (RW, last_speed); /* Last speed as sent to client */ |
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167 | sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ |
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168 | int Swap_First; /* First stat player has selected to swap */ |
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169 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
131 | object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ |
170 | |
132 | |
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133 | object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks |
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134 | object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks |
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135 | object_ptr ACC (RW, golem); // the currently controlled golem |
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136 | object_ptr ACC (RW, observe); // the object that is being observed (or 0) |
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137 | |
171 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
138 | sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ |
172 | char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ |
139 | shstr ACC (RW, savebed_map); /* map where player will respawn after death */ |
173 | char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ |
140 | shstr ACC (RW, maplevel); /* On which level is the player? */ |
174 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
141 | char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ |
175 | |
142 | |
176 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
143 | char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ |
177 | /* Note that for dragon players, this is filled in for them */ |
144 | /* Note that for dragon players, this is filled in for them */ |
178 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
145 | char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ |
179 | |
146 | |
180 | sint8 levhp[11]; /* What the player gained on that level */ |
147 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
181 | sint8 levsp[11]; /* Same for sp */ |
148 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
182 | sint8 levgrace[11]; /* And same for grace */ |
149 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
183 | |
150 | |
184 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
151 | object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ |
185 | |
152 | |
186 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ |
153 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
187 | char input_buf[MAX_BUF]; /* Holds command to run */ |
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188 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
154 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
189 | |
155 | |
190 | time_t ACC (RW, last_save_time); |
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191 | uint32 ACC (RW, last_save_tick); |
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192 | partylist *ACC (RW, party); /* Party this player is part of */ |
156 | partylist *ACC (RW, party); /* Party this player is part of */ |
193 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
157 | partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ |
194 | /* but we will have to get password first */ |
158 | /* but we will have to get password first */ |
195 | /* so we have to remember which party to */ |
159 | /* so we have to remember which party to */ |
196 | /* join */ |
160 | /* join */ |
… | |
… | |
201 | object_ptr ACC (RW, mark); /* marked object */ |
165 | object_ptr ACC (RW, mark); /* marked object */ |
202 | /* Special DM fields */ |
166 | /* Special DM fields */ |
203 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
167 | tag_t *stack_items; /* Item stack for patch/dump/... commands */ |
204 | int ACC (RW, stack_position); /* Current stack position, 0 for no item */ |
168 | 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 */ |
169 | sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ |
206 | /* the player can see. For maps smaller than */ |
170 | /* the player can see. For maps smaller than */ |
207 | /* MAP_CLIENT_.., the upper left is used */ |
171 | /* MAP_CLIENT_.., the upper left is used */ |
208 | }; |
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209 | |
172 | |
210 | struct player : zero_initialised, attachable<player>, player_pod |
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211 | { |
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212 | player *next; /* Pointer to next player, NULL if this is last */ |
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213 | NewSocket socket; /* Socket information for this player */ |
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214 | Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ |
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215 | shstr invis_race; /* What race invisible to? */ |
173 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
216 | |
174 | |
217 | void clear () |
175 | MTH const char *killer_name () const; // makes a string out of ->killer |
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176 | |
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177 | MTH static player *create (); |
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178 | static player *find (const_utf8_string name); |
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179 | |
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180 | static player *load_pl (object_thawer &thawer); |
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181 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
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182 | |
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183 | bool save_pl (object_freezer &freezer); |
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184 | MTH bool save_pl (const char *path); |
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185 | |
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186 | void do_destroy (); |
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187 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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188 | |
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189 | MTH void touch () { dirty = true; } // need to touch when logged out and changed |
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190 | |
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191 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
218 | { |
192 | { |
219 | memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); |
193 | if (ns) |
220 | attachable_clear (); |
194 | ns->play_sound (sound, dx, dy); |
221 | invis_race = 0; |
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222 | |
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223 | for (int i = 0; i < NUM_OUTPUT_BUFS; i++) |
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224 | outputs[i].buf = 0; |
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225 | } |
195 | } |
226 | }; |
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227 | |
196 | |
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197 | // wether the player can "see" this mapspace or not, decided by los |
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198 | // 0 - nothing see, 100 - fully visible |
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199 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
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200 | |
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201 | MTH void connect (client *ns); |
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202 | MTH void disconnect (); |
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203 | |
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204 | MTH void activate (); |
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205 | MTH void deactivate (); |
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206 | |
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207 | MTH void chargen_race_done (); |
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208 | MTH void chargen_race_next (); |
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209 | |
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210 | MTH void set_observe (object *ob); |
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211 | |
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212 | void send_msg (int color, const char *type, const char *msg) |
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213 | { |
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214 | ns->send_msg (color, type, msg); |
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215 | } |
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216 | |
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217 | // a prominent box that can easily be escaped away or so |
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218 | // should be used for informative output such as who, maps etc. |
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219 | // will stay on-screen |
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220 | MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK); |
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221 | |
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222 | // a prominent msg that signifies some important event, |
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223 | // an improvement potion effect potion. should not be long. |
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224 | // might time out after a while |
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225 | MTH void statusmsg (const char *msg, int color = NDI_BLACK); |
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226 | |
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227 | // a prominent box that signifies some error such as a failed |
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228 | // improvement potion. should not be long. |
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229 | MTH void failmsg (const char *msg, int color = NDI_RED); |
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230 | |
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231 | ~player (); |
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232 | |
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233 | private: |
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234 | void set_object (object *op); |
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235 | player (); |
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236 | }; |
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237 | |
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238 | typedef object_vector<player, &player::active> playervec; |
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239 | |
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240 | extern playervec players; |
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241 | |
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242 | #define for_all_players(var) \ |
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243 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
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244 | statementvar (player *, var, ::players [_i]) |
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245 | |
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246 | inline void |
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247 | object::statusmsg (const char *msg, int color) |
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248 | { |
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249 | if (expect_true (contr)) contr->statusmsg (msg, color); |
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250 | } |
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251 | |
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252 | inline void |
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253 | object::failmsg (const char *msg, int color) |
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254 | { |
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255 | if (expect_true (contr)) contr->failmsg (msg, color); |
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256 | } |