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Comparing deliantra/server/include/player.h (file contents):
Revision 1.65 by root, Thu Jul 26 00:27:08 2007 UTC vs.
Revision 1.74 by root, Thu Nov 8 19:43:24 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 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 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 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24enum bowtype_t 24enum bowtype_t
25{ 25{
26 bow_normal = 0, 26 bow_normal = 0,
92} 92}
93 93
94INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
95struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
96{ 96{
97 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 */
98 object *ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
99 object_vector_index ACC (RO, active); 99 object_vector_index ACC (RO, active);
100 100
101 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
102 petmode_t ACC (RW, petmode); /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
105 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
106 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
107 107
108 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 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 */
112 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
114 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 */
115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ 115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
116 116
117 /* 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 */
118 bool ACC (RW, braced); /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
170 /* MAP_CLIENT_.., the upper left is used */ 170 /* MAP_CLIENT_.., the upper left is used */
171 171
172 shstr ACC (RW, invis_race); /* What race invisible to? */ 172 shstr ACC (RW, invis_race); /* What race invisible to? */
173 173
174 MTH static player *create (); 174 MTH static player *create ();
175 static player *find (const_utf8_string name);
175 176
176 static player *load_pl (object_thawer &thawer); 177 static player *load_pl (object_thawer &thawer);
177 MTH static player *load_pl (const char *path); 178 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
178 179
179 bool save_pl (object_freezer &freezer); 180 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path); 181 MTH bool save_pl (const char *path);
181 182
182 void do_destroy (); 183 void do_destroy ();
201 MTH void chargen_race_done (); 202 MTH void chargen_race_done ();
202 MTH void chargen_race_next (); 203 MTH void chargen_race_next ();
203 204
204 MTH void set_observe (object *ob); 205 MTH void set_observe (object *ob);
205 206
207 void send_msg (int color, const char *type, const char *msg)
208 {
209 ns->send_msg (color, type, msg);
210 }
211
212 // a prominent box that can easily be escaped away or so
213 // should be used for informative output such as who, maps etc.
214 // will stay on-screen
215 void infobox (const char *title, const char *msg, int color = NDI_BLACK);
216
217 // a prominent msg that signifies some important event,
218 // an improvement potion effect potion. should not be long.
219 // might time out after a while
220 void statusmsg (const char *msg, int color = NDI_BLACK);
221
222 // a prominent box that signifies some error such as a failed
223 // improvement potion. should not be long.
224 void failmsg (const char *msg, int color = NDI_RED);
225
206 ~player (); 226 ~player ();
207 227
208private: 228private:
209 void set_object (object *op); 229 void set_object (object *op);
210 player (); 230 player ();
216 236
217#define for_all_players(var) \ 237#define for_all_players(var) \
218 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 238 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
219 statementvar (player *, var, ::players [_i]) 239 statementvar (player *, var, ::players [_i])
220 240
241inline void
242object::statusmsg (const char *msg, int color)
243{
244 if (expect_true (contr)) contr->statusmsg (msg, color);
245}
246
247inline void
248object::failmsg (const char *msg, int color)
249{
250 if (expect_true (contr)) contr->failmsg (msg, color);
251}

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