1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * it under the terms of the GNU General Public License as published by |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * 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, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
18 | * You should have received a copy of the GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | enum bowtype_t |
24 | enum bowtype_t |
26 | { |
25 | { |
27 | bow_normal = 0, |
26 | bow_normal = 0, |
… | |
… | |
93 | } |
92 | } |
94 | |
93 | |
95 | INTERFACE_CLASS (player) |
94 | INTERFACE_CLASS (player) |
96 | struct player : zero_initialised, attachable |
95 | struct player : zero_initialised, attachable |
97 | { |
96 | { |
98 | client *ACC (RO, ns); /* Socket information for this player */ |
97 | client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ |
99 | object *ACC (RW, ob); /* The object representing the player */ |
98 | object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ |
100 | object_vector_index ACC (RO, active); |
99 | object_vector_index ACC (RO, active); |
101 | |
100 | |
102 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
101 | bowtype_t ACC (RW, bowtype); /* which firemode? */ |
103 | petmode_t ACC (RW, petmode); /* which petmode? */ |
102 | petmode_t ACC (RW, petmode); /* which petmode? */ |
104 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
103 | usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ |
105 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
104 | unapplymode ACC (RW, unapply); /* Method for auto unapply */ |
106 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
105 | uint32 ACC (RW, count); /* Any numbers typed before a command */ |
107 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
106 | uint32 ACC (RW, mode); /* Mode of player for pickup. */ |
108 | |
107 | |
109 | sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
108 | int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ |
110 | sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
109 | int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ |
111 | sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
110 | int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ |
112 | 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 */ |
113 | sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
112 | int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ |
114 | sint16 ACC (RW, item_power); /* Total item power of objects equipped */ |
113 | int ACC (RW, item_power); /* Total item power of objects equipped */ |
115 | uint8 ACC (RW, listening); /* Which priority will be used in info_all */ |
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116 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ |
114 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ |
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115 | uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ |
117 | |
116 | |
118 | /* 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 */ |
119 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
118 | bool ACC (RW, braced); /* Will not move if braced, only attack */ |
120 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
119 | bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ |
121 | bool ACC (RW, do_los); /* 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 */ |
122 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
121 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
123 | bool ACC (RW, run_on); /* 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 */ |
124 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
123 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
125 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
124 | bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ |
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125 | bool ACC (RW, dirty); // set if player is dirty (not reliable yet!) |
126 | |
126 | |
127 | 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 */ |
128 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
128 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
129 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
129 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
130 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
130 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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146 | |
146 | |
147 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
147 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
148 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
148 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
149 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
149 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
150 | |
150 | |
151 | 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) */ |
152 | |
152 | |
153 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
153 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
154 | 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 */ |
155 | |
155 | |
156 | partylist *ACC (RW, party); /* Party this player is part of */ |
156 | partylist *ACC (RW, party); /* Party this player is part of */ |
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170 | /* the player can see. For maps smaller than */ |
170 | /* the player can see. For maps smaller than */ |
171 | /* MAP_CLIENT_.., the upper left is used */ |
171 | /* MAP_CLIENT_.., the upper left is used */ |
172 | |
172 | |
173 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
173 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
174 | |
174 | |
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175 | MTH const char *killer_name () const; // makes a string out of ->killer |
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176 | |
175 | MTH static player *create (); |
177 | MTH static player *create (); |
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178 | static player *find (const_utf8_string name); |
176 | |
179 | |
177 | static player *load_pl (object_thawer &thawer); |
180 | static player *load_pl (object_thawer &thawer); |
178 | MTH static player *load_pl (const char *path); |
181 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
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182 | |
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183 | MTH void link_skills (); |
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184 | MTH object *find_skill (const char *name) const; |
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185 | object *find_skill (const shstr &name) const; |
179 | |
186 | |
180 | bool save_pl (object_freezer &freezer); |
187 | bool save_pl (object_freezer &freezer); |
181 | MTH bool save_pl (const char *path); |
188 | MTH bool save_pl (const char *path); |
182 | |
189 | |
183 | void do_destroy (); |
190 | void do_destroy (); |
184 | void gather_callbacks (AV *&callbacks, event_type event) const; |
191 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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192 | |
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193 | MTH dynbuf_text *expand_cfpod (const char *cfpod) const; |
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194 | |
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195 | MTH void touch () { dirty = true; } // need to touch when logged out and changed |
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196 | |
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197 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
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198 | { |
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199 | if (ns) |
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200 | ns->play_sound (sound, dx, dy); |
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201 | } |
185 | |
202 | |
186 | // wether the player can "see" this mapspace or not, decided by los |
203 | // wether the player can "see" this mapspace or not, decided by los |
187 | // 0 - nothing see, 100 - fully visible |
204 | // 0 - nothing see, 100 - fully visible |
188 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
205 | MTH sint8 visibility_at (maptile *map, int x, int y) const; |
189 | |
206 | |
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194 | MTH void deactivate (); |
211 | MTH void deactivate (); |
195 | |
212 | |
196 | MTH void chargen_race_done (); |
213 | MTH void chargen_race_done (); |
197 | MTH void chargen_race_next (); |
214 | MTH void chargen_race_next (); |
198 | |
215 | |
199 | MTH void set_observe (object *ob); |
216 | MTH void set_observe (object_ornull *ob); |
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217 | |
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218 | void send_msg (int color, const char *type, const char *msg) |
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219 | { |
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220 | ns->send_msg (color, type, msg); |
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221 | } |
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222 | |
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223 | // a prominent box that can easily be escaped away or so |
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224 | // should be used for informative output such as who, maps etc. |
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225 | // will stay on-screen |
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226 | MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK); |
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227 | |
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228 | // a prominent msg that signifies some important event, |
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229 | // an improvement potion effect potion. should not be long. |
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230 | // might time out after a while |
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231 | MTH void statusmsg (const char *msg, int color = NDI_BLACK); |
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232 | |
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233 | // a prominent box that signifies some error such as a failed |
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234 | // improvement potion. should not be long. |
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235 | MTH void failmsg (const char *msg, int color = NDI_RED); |
200 | |
236 | |
201 | ~player (); |
237 | ~player (); |
202 | |
238 | |
203 | private: |
239 | private: |
204 | void set_object (object *op); |
240 | void set_object (object *op); |
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208 | typedef object_vector<player, &player::active> playervec; |
244 | typedef object_vector<player, &player::active> playervec; |
209 | |
245 | |
210 | extern playervec players; |
246 | extern playervec players; |
211 | |
247 | |
212 | #define for_all_players(var) \ |
248 | #define for_all_players(var) \ |
213 | for (unsigned _i = 0; _i < players.size (); ++_i) \ |
249 | for (unsigned _i = 0; _i < ::players.size (); ++_i) \ |
214 | statementvar (player *, var, players [_i]) |
250 | statementvar (player *, var, ::players [_i]) |
215 | |
251 | |
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252 | inline void |
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253 | object::statusmsg (const char *msg, int color) |
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254 | { |
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255 | if (expect_true (contr)) contr->statusmsg (msg, color); |
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256 | } |
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257 | |
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258 | inline void |
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259 | object::failmsg (const char *msg, int color) |
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260 | { |
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261 | if (expect_true (contr)) contr->failmsg (msg, color); |
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262 | } |