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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.8 by root, Sun Aug 27 17:59:26 2006 UTC vs.
Revision 1.15 by root, Fri Sep 8 16:51:44 2006 UTC

1/*
2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.8 2006/08/27 17:59:26 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22*/
28 23
29#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
30typedef struct { 25struct Output_Buf {
31 const char *buf; /* Actual string pointer */ 26 shstr buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */ 27 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */ 28 uint16 count; /* How many times we got this message */
34} Output_Buf; 29};
35
36 30
37/* wand/rod/horn rolled into range_misc. They all use the same body location 31/* wand/rod/horn rolled into range_misc. They all use the same body location
38 * anyways. 32 * anyways.
39 */ 33 */
40enum rangetype { 34enum rangetype {
59 bow_se = 6, 53 bow_se = 6,
60 bow_s = 7, 54 bow_s = 7,
61 bow_sw = 8, 55 bow_sw = 8,
62 bow_w = 9, 56 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */ 57 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11 58 bow_bestarrow = 11
65}; 59};
66 60
67typedef enum _petmode { 61typedef enum _petmode {
68 pet_normal = 0, 62 pet_normal = 0,
69 pet_sad = 1, 63 pet_sad = 1,
82 */ 76 */
83typedef enum unapplymode { 77typedef enum unapplymode {
84 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 78 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */
85 unapply_never=1, /* will not unapply objects automatically */ 79 unapply_never=1, /* will not unapply objects automatically */
86 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */ 81 /* no choice - if there are multiple ojbect of the same type */
88 /* that need to be unapplied, there is no way for the player */ 82 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */ 83 /* to control which of these will be unapplied. */
90} unapplymode; 84} unapplymode;
91 85
92/* not really the player, but tied pretty closely */ 86/* not really the player, but tied pretty closely */
93typedef struct party_struct { 87typedef struct party_struct {
94 char * partyleader; 88 char * partyleader;
96 struct party_struct *next; 90 struct party_struct *next;
97 char *partyname; 91 char *partyname;
98 92
99#ifdef PARTY_KILL_LOG 93#ifdef PARTY_KILL_LOG
100 struct party_kill { 94 struct party_kill {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 95 char killer[MAX_NAME+1],dead[MAX_NAME+1];
102 sint64 exp; 96 sint64 exp;
103 } party_kills[PARTY_KILL_LOG]; 97 } party_kills[PARTY_KILL_LOG];
104#endif 98#endif
105 sint64 total_exp; 99 sint64 total_exp;
106 uint32 kills; 100 uint32 kills;
107} partylist; 101} partylist;
108 102
109// memsettable part of player 103// memsettable part of player
110struct player_memset 104struct player_pod
111{ 105{
112 object *ob; /* The object representing the player */ 106 object *ob; /* The object representing the player */
113 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 107 mapstruct *loading; /* When entering a map in progress of loading, not really used */
114 rangetype shoottype; /* Which range-attack is being used by player */ 108 rangetype shoottype; /* Which range-attack is being used by player */
115 bowtype_t bowtype; /* which firemode? */ 109 bowtype_t bowtype; /* which firemode? */
116 petmode_t petmode; /* which petmode? */ 110 petmode_t petmode; /* which petmode? */
117 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 111 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
118 /* That not all are used, it is just nice to map this 1:1 */ 112 /* That not all are used, it is just nice to map this 1:1 */
119 /* With the range names */ 113 /* With the range names */
120 uint32 golem_count; /* To track the golem */ 114 uint32 golem_count; /* To track the golem */
121 usekeytype usekeys; /* Method for finding keys for doors */ 115 usekeytype usekeys; /* Method for finding keys for doors */
122 unapplymode unapply; /* Method for auto unapply */ 116 unapplymode unapply; /* Method for auto unapply */
123 uint32 count; /* Any numbers typed before a command */ 117 uint32 count; /* Any numbers typed before a command */
124 uint32 mode; /* Mode of player for pickup. */ 118 uint32 mode; /* Mode of player for pickup. */
134 sint8 last_level; /* Last level we sent to client */ 128 sint8 last_level; /* Last level we sent to client */
135 129
136 /* Try to put all the bitfields together - saves some small amount of memory */ 130 /* Try to put all the bitfields together - saves some small amount of memory */
137 uint32 braced:1; /* Will not move if braced, only attack */ 131 uint32 braced:1; /* Will not move if braced, only attack */
138 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
139 const char *invis_race; /* What race invisible to? */
140 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 133 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
141 uint32 fire_on:1; /* Player should fire object, not move */ 134 uint32 fire_on:1; /* Player should fire object, not move */
142 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 135 uint32 run_on:1; /* Player should keep moving in dir until run is off */
143 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 136 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
144 uint32 name_changed:1; /* If true, the player has set a name. */ 137 uint32 name_changed:1; /* If true, the player has set a name. */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 157 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
165 int Swap_First; /* First stat player has selected to swap */ 158 int Swap_First; /* First stat player has selected to swap */
166 object *last_used; /* Pointer to object last picked or applied */ 159 object *last_used; /* Pointer to object last picked or applied */
167 uint32 last_used_id; /* Safety measures to be sure it's the same */ 160 uint32 last_used_id; /* Safety measures to be sure it's the same */
168 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 161 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
169 /* the player can see. For maps smaller than */ 162 /* the player can see. For maps smaller than */
170 /* MAP_CLIENT_.., the upper left is used */ 163 /* MAP_CLIENT_.., the upper left is used */
171 164
172 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 165 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
173 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 166 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
174 char maplevel[MAX_BUF]; /* On which level is the player? */ 167 char maplevel[MAX_BUF]; /* On which level is the player? */
175 char spellparam[MAX_BUF]; /* What param to add to spells */ 168 char spellparam[MAX_BUF]; /* What param to add to spells */
176 169
177 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 170 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
178 /* Note that for dragon players, this is filled in for them */ 171 /* Note that for dragon players, this is filled in for them */
179 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 172 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
180 173
181 sint8 levhp[11]; /* What the player gained on that level */ 174 sint8 levhp[11]; /* What the player gained on that level */
182 sint8 levsp[11]; /* Same for sp */ 175 sint8 levsp[11]; /* Same for sp */
183 sint8 levgrace[11]; /* And same for grace */ 176 sint8 levgrace[11]; /* And same for grace */
184 177
185 char killer[BIG_NAME]; /* Who killed this player. */ 178 char killer[BIG_NAME]; /* Who killed this player. */
186 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
187 179
188 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 180 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
189 char input_buf[MAX_BUF]; /* Holds command to run */ 181 char input_buf[MAX_BUF]; /* Holds command to run */
190 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 182 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
191 183
195#ifdef AUTOSAVE 187#ifdef AUTOSAVE
196 uint32 last_save_tick; 188 uint32 last_save_tick;
197#endif 189#endif
198 partylist *party; /* Party this player is part of */ 190 partylist *party; /* Party this player is part of */
199 partylist *party_to_join; /* used when player wants to join a party */ 191 partylist *party_to_join; /* used when player wants to join a party */
200 /* but we will have to get password first */ 192 /* but we will have to get password first */
201 /* so we have to remember which party to */ 193 /* so we have to remember which party to */
202 /* join */ 194 /* join */
203 char search_str[MAX_BUF]; /* Item we are looking for */ 195 char search_str[MAX_BUF]; /* Item we are looking for */
204 sint16 encumbrance; /* How much our player is encumbered */ 196 sint16 encumbrance; /* How much our player is encumbered */
205 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
206 uint16 outputs_sync; /* How often to print, no matter what */ 197 uint16 outputs_sync; /* How often to print, no matter what */
207 uint16 outputs_count; /* Print if this count is exceeded */ 198 uint16 outputs_count; /* Print if this count is exceeded */
208 object *mark; /* marked object */ 199 object *mark; /* marked object */
209 uint32 mark_count; /* count of mark object */ 200 uint32 mark_count; /* count of mark object */
210 object *transport; /* transport the player is in */
211 /* Special DM fields */ 201 /* Special DM fields */
212 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 202 tag_t* stack_items; /* Item stack for patch/dump/... commands */
213 int stack_position; /* Current stack position, 0 for no item */ 203 int stack_position; /* Current stack position, 0 for no item */
214}; 204};
215 205
216typedef struct pl : player_memset, attachable<struct pl> 206typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
217{ 207{
218 static data_type get_dt () { return DT_PLAYER; }
219
220 struct pl *next; /* Pointer to next player, NULL if this is last */ 208 struct pl *next; /* Pointer to next player, NULL if this is last */
221 NewSocket socket; /* Socket information for this player */ 209 NewSocket socket; /* Socket information for this player */
210 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
211 shstr invis_race; /* What race invisible to? */
212
213 void clear ()
214 {
215 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod));
216 attachable_clear ();
217 invis_race = 0;
218
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
220 outputs[i].buf = 0;
221 }
222} player; 222} player;
223 223
224

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