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Comparing deliantra/server/include/player.h (file contents):
Revision 1.86 by root, Sat Dec 20 02:32:31 2008 UTC vs.
Revision 1.99 by root, Thu Nov 19 04:30:46 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24#ifndef PLAYER_H_
25#define PLAYER_H_
26
27//+GPL
23 28
24enum bowtype_t 29enum bowtype_t
25{ 30{
26 bow_normal = 0, 31 bow_normal = 0,
27 bow_threewide = 1, 32 bow_threewide = 1,
83 sint64 ACC (RW, total_exp); 88 sint64 ACC (RW, total_exp);
84 uint32 ACC (RW, kills); 89 uint32 ACC (RW, kills);
85}; 90};
86 91
87// used for pet monster logic etc. 92// used for pet monster logic etc.
88static bool 93static inline bool
89same_party (partylist *a, partylist *b) 94same_party (partylist *a, partylist *b)
90{ 95{
91 return a == b && a; 96 return a == b && a;
92} 97}
93 98
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 108 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 109 unapplymode ACC (RW, unapply); /* Method for auto unapply */
105 uint32 ACC (RW, count); /* Any numbers typed before a command */ 110 uint32 ACC (RW, count); /* Any numbers typed before a command */
106 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 111 uint32 ACC (RW, mode); /* Mode of player for pickup. */
107 112
108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 113 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 114 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 115 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 116 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 117 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */ 118 int ACC (RW, item_power); /* Total item power of objects equipped */
114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ 119 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
115 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ 120 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
116 121
117 /* Try to put all the bitfields together - saves some small amount of memory */ 122 /* 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 */ 123 bool ACC (RW, braced); /* Will not move if braced, only attack */
131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 136 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
132 137
133 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 138 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
134 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks 139 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
135 object_ptr ACC (RW, golem); // the currently controlled golem 140 object_ptr ACC (RW, golem); // the currently controlled golem
136 object_ptr ACC (RW, observe); // the object that is being observed (or 0) 141 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
142 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
137 143
138 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 144 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
139 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 145 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
140 shstr ACC (RW, maplevel); /* On which level is the player? */ 146 shstr ACC (RW, maplevel); /* On which level is the player? */
141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 147 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
148 sint8 ACC (RW, levsp[11]); /* Same for sp */ 154 sint8 ACC (RW, levsp[11]); /* Same for sp */
149 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 155 sint8 ACC (RW, levgrace[11]); /* And same for grace */
150 156
151 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ 157 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
152 158
159 float speed_left_save; // spee doptimisation, see process_players[12]
153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 160 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 */ 161 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
155 162
156 partylist *ACC (RW, party); /* Party this player is part of */ 163 partylist *ACC (RW, party); /* Party this player is part of */
157 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 164 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
158 /* but we will have to get password first */ 165 /* but we will have to get password first */
159 /* so we have to remember which party to */ 166 /* so we have to remember which party to */
160 /* join */ 167 /* join */
161 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 168 char ACC (RW, search_str)[256]; /* Item we are looking for */
162 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 169 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
163 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ 170 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
164 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 171 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
165 object_ptr ACC (RW, mark); /* marked object */ 172 object_ptr ACC (RW, mark); /* marked object */
166 /* Special DM fields */ 173 /* Special DM fields */
168 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 175 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
169 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 176 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
170 /* the player can see. For maps smaller than */ 177 /* the player can see. For maps smaller than */
171 /* MAP_CLIENT_.., the center is used */ 178 /* MAP_CLIENT_.., the center is used */
172 179
180//-GPL
181
182 // stats updates are very costly, so delay them if at all possible
183 bool ACC (RW, delayed_update);
184 void queue_stats_update ()
185 {
186 delayed_update = true;
187 }
188 void need_updated_stats ()
189 {
190 if (delayed_update)
191 ob->update_stats ();
192 }
193
173 // return the los value for the given coordinate 194 // return the los value for the given coordinate
174 MTH sint8 blocked_los (int dx, int dy) const 195 MTH sint8 blocked_los (int dx, int dy) const
175 { 196 {
176 dx += LOS_X0; 197 dx += LOS_X0;
177 dy += LOS_Y0; 198 dy += LOS_Y0;
186 { 207 {
187 return los[dx + LOS_X0][dy + LOS_Y0]; 208 return los[dx + LOS_X0][dy + LOS_Y0];
188 } 209 }
189 210
190 MTH void clear_los (sint8 value = LOS_BLOCKED); 211 MTH void clear_los (sint8 value = LOS_BLOCKED);
212 MTH void update_los ();
191 213
192 shstr ACC (RW, invis_race); /* What race invisible to? */ 214 shstr ACC (RW, invis_race); /* What race invisible to? */
193 215
194 MTH const char *killer_name () const; // makes a string out of ->killer 216 MTH const char *killer_name () const; // makes a string out of ->killer
195 217
198 220
199 static player *load_pl (object_thawer &thawer); 221 static player *load_pl (object_thawer &thawer);
200 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } 222 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
201 223
202 MTH void link_skills (); 224 MTH void link_skills ();
203 MTH object *find_skill (const char *name) const; 225 MTH object *find_skill (shstr_cmp name) const;
204 object *find_skill (const shstr &name) const;
205 226
206 bool save_pl (object_freezer &freezer); 227 bool save_pl (object_freezer &freezer);
207 MTH bool save_pl (const char *path); 228 MTH bool save_pl (const char *path);
208 229
209 void do_destroy (); 230 void do_destroy ();
218 if (ns) 239 if (ns)
219 ns->play_sound (sound, dx, dy); 240 ns->play_sound (sound, dx, dy);
220 } 241 }
221 242
222 // wether the player can "see" this mapspace or not, decided by los 243 // wether the player can "see" this mapspace or not, decided by los
223 // 0 - nothing see, 100 - fully visible 244 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
224 MTH sint8 visibility_at (maptile *map, int x, int y) const; 245 MTH sint8 darkness_at (maptile *map, int x, int y) const;
225 246
226 MTH void connect (client *ns); 247 MTH void connect (client *ns);
227 MTH void disconnect (); 248 MTH void disconnect ();
228 249
229 MTH void activate (); 250 MTH void activate ();
231 252
232 MTH void chargen_race_done (); 253 MTH void chargen_race_done ();
233 MTH void chargen_race_next (); 254 MTH void chargen_race_next ();
234 255
235 MTH void set_observe (object_ornull *ob); 256 MTH void set_observe (object_ornull *ob);
257 MTH void set_viewpoint (object_ornull *ob);
236 258
237 void send_msg (int color, const char *type, const char *msg) 259 void send_msg (int color, const char *type, const char *msg)
238 { 260 {
239 ns->send_msg (color, type, msg); 261 ns->send_msg (color, type, msg);
240 } 262 }
251 273
252 // a prominent box that signifies some error such as a failed 274 // a prominent box that signifies some error such as a failed
253 // improvement potion. should not be long. 275 // improvement potion. should not be long.
254 MTH void failmsg (const char *msg, int color = NDI_RED); 276 MTH void failmsg (const char *msg, int color = NDI_RED);
255 277
278 MTH void update_spells () const
279 {
280 if (ns)
281 ns->update_spells = true;
282 }
283
256 ~player (); 284 ~player ();
257 285
258private: 286private:
259 void set_object (object *op); 287 void set_object (object *op);
260 player (); 288 player ();
266 294
267#define for_all_players(var) \ 295#define for_all_players(var) \
268 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 296 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
269 statementvar (player *, var, ::players [_i]) 297 statementvar (player *, var, ::players [_i])
270 298
299#define for_all_players_on_map(var,mapp) \
300 for_all_players(var) \
301 if ((var)->ob->map == (mapp))
302
271inline void 303inline void
272object::statusmsg (const char *msg, int color) 304object::statusmsg (const char *msg, int color)
273{ 305{
274 if (expect_true (contr)) contr->statusmsg (msg, color); 306 if (expect_true (contr)) contr->statusmsg (msg, color);
275} 307}
277inline void 309inline void
278object::failmsg (const char *msg, int color) 310object::failmsg (const char *msg, int color)
279{ 311{
280 if (expect_true (contr)) contr->failmsg (msg, color); 312 if (expect_true (contr)) contr->failmsg (msg, color);
281} 313}
314
315#endif

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