--- deliantra/server/include/player.h 2007/04/29 21:44:35 1.50 +++ deliantra/server/include/player.h 2007/09/01 08:03:45 1.72 @@ -1,42 +1,25 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * - * 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 + * 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 + * the Free Software Foundation, either version 3 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 + * 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 - */ - -/* wand/rod/horn rolled into range_misc. They all use the same body location - * anyways. + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ -enum rangetype -{ - range_bottom = -1, - range_none, - range_bow, - range_magic, - range_misc, - range_golem, - range_skill, - range_builder, - range_size -}; enum bowtype_t { @@ -101,31 +84,35 @@ 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); - - 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 */ + client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ + object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ + object_vector_index ACC (RO, active); + + bowtype_t ACC (RW, bowtype); /* which firemode? */ + petmode_t ACC (RW, petmode); /* which petmode? */ + 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. */ + + int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ + int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ + int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ + int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ + int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ + int ACC (RW, item_power); /* Total item power of objects equipped */ + uint8 ACC (RW, listening); /* Which priority will be used in info_all */ + uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ /* Try to put all the bitfields together - saves some small amount of memory */ bool ACC (RW, braced); /* Will not move if braced, only attack */ @@ -133,15 +120,20 @@ 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_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 */ shstr ACC (RW, maplevel); /* On which level is the player? */ @@ -180,6 +172,7 @@ shstr ACC (RW, invis_race); /* What race invisible to? */ MTH static player *create (); + static player *find (const char *name); static player *load_pl (object_thawer &thawer); MTH static player *load_pl (const char *path); @@ -190,6 +183,12 @@ void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; + MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const + { + if (ns) + ns->play_sound (sound, dx, dy); + } + // wether the player can "see" this mapspace or not, decided by los // 0 - nothing see, 100 - fully visible MTH sint8 visibility_at (maptile *map, int x, int y) const; @@ -200,15 +199,30 @@ MTH void activate (); MTH void deactivate (); - // enters the initial map, after login or creation - MTH void enter_map (); - - MTH void set_range (rangetype r); - MTH bool legal_range (rangetype r) const; - MTH void chargen_race_done (); MTH void chargen_race_next (); + MTH void set_observe (object *ob); + + void send_msg (int color, const char *type, const char *msg) + { + ns->send_msg (color, type, msg); + } + + // a prominent box that can easily be escaped away or so + // should be used for informative output such as who, maps etc. + // will stay on-screen + void infobox (const char *title, const char *msg, int color = NDI_BLACK); + + // a prominent msg that signifies some important event, + // an improvement potion effect potion. should not be long. + // might time out after a while + void statusmsg (const char *msg, int color = NDI_BLACK); + + // a prominent box that signifies some error such as a failed + // improvement potion. should not be long. + void failmsg (const char *msg, int color = NDI_RED); + ~player (); private: @@ -221,6 +235,17 @@ extern playervec players; #define for_all_players(var) \ - for (unsigned _i = 0; _i < players.size (); ++_i) \ - declvar (player *, var, players [_i]) + for (unsigned _i = 0; _i < ::players.size (); ++_i) \ + statementvar (player *, var, ::players [_i]) + +inline void +object::statusmsg (const char *msg, int color) +{ + if (expect_true (contr)) contr->statusmsg (msg, color); +} +inline void +object::failmsg (const char *msg, int color) +{ + if (expect_true (contr)) contr->failmsg (msg, color); +}