--- deliantra/server/include/player.h 2007/04/30 05:54:14 1.52 +++ deliantra/server/include/player.h 2007/06/24 00:33:54 1.62 @@ -1,25 +1,25 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 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. + * Crossfire TRT 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. + * 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 + * You should have received a copy of the GNU General Public License along + * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * The authors can be reached via e-mail to */ enum bowtype_t @@ -85,12 +85,19 @@ uint32 ACC (RW, kills); }; +// used for pet monster logic etc. +static bool +same_party (partylist *a, partylist *b) +{ + return a == b && a; +} + INTERFACE_CLASS (player) struct player : zero_initialised, attachable { client *ACC (RO, ns); /* Socket information for this player */ object *ACC (RW, ob); /* The object representing the player */ - int ACC (RO, active); + object_vector_index ACC (RO, active); bowtype_t ACC (RW, bowtype); /* which firemode? */ petmode_t ACC (RW, petmode); /* which petmode? */ @@ -113,20 +120,19 @@ 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, weapon_sp_left); // same as speed_left, but for attacks living ACC (RO, orig_stats); /* Permanent real stats of player */ object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ - object_ptr ACC (RW, combat_skill); // which skill to use for direct attacks - object_ptr ACC (RW, combat_ob); // which weapon to use - object_ptr ACC (RW, ranged_skill); // which skill to use for ranged attacks - object_ptr ACC (RW, ranged_ob); // bow/spell + object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks + object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks object_ptr ACC (RW, golem); // the currently controlled golem + object_ptr ACC (RW, observe); // the object that is being observed (or 0) sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ shstr ACC (RW, savebed_map); /* map where player will respawn after death */ @@ -180,20 +186,17 @@ // 0 - nothing see, 100 - fully visible MTH sint8 visibility_at (maptile *map, int x, int y) const; - MTH void set_skill (object *skill, object *ob = 0); - 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 (); - MTH void chargen_race_done (); MTH void chargen_race_next (); + MTH void set_observe (object *ob); + ~player (); private: @@ -207,5 +210,5 @@ #define for_all_players(var) \ for (unsigned _i = 0; _i < players.size (); ++_i) \ - declvar (player *, var, players [_i]) + statementvar (player *, var, players [_i])