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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:58 2006 UTC vs.
Revision 1.42 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/*
2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.1.1.2 2006/02/22 18:01:58 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 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
21 17
22 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
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23*/
28 24
29#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
30typedef struct { 26struct Output_Buf
31 const char *buf; /* Actual string pointer */ 27{
28 shstr buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */ 29 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */ 30 uint16 count; /* How many times we got this message */
34} Output_Buf; 31};
35
36 32
37/* wand/rod/horn rolled into range_misc. They all use the same body location 33/* wand/rod/horn rolled into range_misc. They all use the same body location
38 * anyways. 34 * anyways.
39 */ 35 */
40typedef enum rangetype { 36enum rangetype
37{
41 range_bottom = -1, 38 range_bottom = -1,
42 range_none = 0, 39 range_none = 0,
43 range_bow = 1, 40 range_bow = 1,
44 range_magic = 2, 41 range_magic = 2,
45 range_misc = 3, 42 range_misc = 3,
46 range_golem = 4, 43 range_golem = 4,
47 range_skill = 5, 44 range_skill = 5,
48 range_builder = 6, 45 range_builder = 6,
49 range_size = 7 46 range_size = 7
50} rangetype; 47};
51 48
52typedef enum _bowtype { 49enum bowtype_t
50{
53 bow_normal = 0, 51 bow_normal = 0,
54 bow_threewide = 1, 52 bow_threewide = 1,
55 bow_spreadshot = 2, 53 bow_spreadshot = 2,
56 bow_n = 3, /* must stay at 3 */ 54 bow_n = 3, /* must stay at 3 */
57 bow_ne = 4, 55 bow_ne = 4,
58 bow_e = 5, 56 bow_e = 5,
59 bow_se = 6, 57 bow_se = 6,
60 bow_s = 7, 58 bow_s = 7,
61 bow_sw = 8, 59 bow_sw = 8,
62 bow_w = 9, 60 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */ 61 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11 62 bow_bestarrow = 11
65} bowtype_t; 63};
66 64
67typedef enum _petmode { 65enum petmode_t
66{
68 pet_normal = 0, 67 pet_normal = 0,
69 pet_sad = 1, 68 pet_sad = 1,
70 pet_defend = 2, 69 pet_defend = 2,
71 pet_arena = 3 70 pet_arena = 3
72} petmode_t; 71};
73 72
74typedef enum usekeytype { 73enum usekeytype
74{
75 key_inventory=0, 75 key_inventory = 0,
76 keyrings=1, 76 keyrings = 1,
77 containers=2 77 containers = 2
78} usekeytype; 78};
79 79
80/* This is used to control what to do when we need to unapply 80/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 81 * an object before we can apply another one.
82 */ 82 */
83typedef enum unapplymode { 83enum unapplymode
84{
84 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 85 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
85 unapply_never=1, /* will not unapply objects automatically */ 86 unapply_never = 1, /* will not unapply objects automatically */
86 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 87 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */ 88 /* no choice - if there are multiple ojbect of the same type */
88 /* that need to be unapplied, there is no way for the player */ 89 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */ 90 /* to control which of these will be unapplied. */
90} unapplymode; 91};
91 92
92/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
93typedef struct party_struct { 94INTERFACE_CLASS (partylist)
95struct partylist
96{
94 char * partyleader; 97 char *ACC (RW, partyleader);
95 char passwd[9]; 98 char ACC (RW, passwd)[9];
96 struct party_struct *next; 99 partylist *ACC (RW, next);
97 char *partyname; 100 char *ACC (RW, partyname);
98 101
99#ifdef PARTY_KILL_LOG
100 struct party_kill { 102 struct party_kill
103 {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
102 sint64 exp; 105 sint64 exp;
103 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
104#endif 107
105 sint64 total_exp; 108 sint64 ACC (RW, total_exp);
106 uint32 kills; 109 uint32 ACC (RW, kills);
107} partylist; 110};
108 111
109typedef struct pl { 112#define for_all_players(var) for (player *var = first_player; var; var = var->next)
113
114INTERFACE_CLASS (player)
115struct player : zero_initialised, attachable
116{
110 struct pl *next; /* Pointer to next player, NULL if this is last */ 117 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
111 NewSocket socket; /* Socket information for this player */ 118 client_ptr ACC (RO, ns); /* Socket information for this player */
112 char maplevel[MAX_BUF]; /* On which level is the player? */ 119 object_ptr ACC (RW, ob); /* The object representing the player */
113 struct mapdef *loading; /* When entering a map in progress of loading, not really used */
114 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
115 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
116 rangetype shoottype; /* Which range-attack is being used by player */ 120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
117 char spellparam[MAX_BUF]; /* What param to add to spells */
118 bowtype_t bowtype; /* which firemode? */ 121 bowtype_t ACC (RW, bowtype); /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 122 petmode_t ACC (RW, petmode); /* which petmode? */
120 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 123 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
121 /* That not all are used, it is just nice to map this 1:1 */ 124 /* That not all are used, it is just nice to map this 1:1 */
122 /* With the range names */ 125 /* With the range names */
123 uint32 golem_count; /* To track the golem */
124 usekeytype usekeys; /* Method for finding keys for doors */ 126 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 127 unapplymode ACC (RW, unapply); /* Method for auto unapply */
126 uint32 count; /* Any numbers typed before a command */ 128 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 mode; /* Mode of player for pickup. */ 129 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 130
129 sint8 digestion; /* Any bonuses/penalties to digestion */ 131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 134 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
133 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 item_power; /* Total item power of objects equipped */ 136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
135 uint8 state; /* Input state of the player (name, password, etc */
136 uint8 listening; /* Which priority will be used in info_all */ 137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 last_level; /* Last level we sent to client */ 138 sint8 ACC (RW, last_level); /* Last level we sent to client */
138 139
139 /* Try to put all the bitfields together - saves some small amount of memory */ 140 /* Try to put all the bitfields together - saves some small amount of memory */
140 uint32 braced:1; /* Will not move if braced, only attack */ 141 bool ACC (RO, braced); /* Will not move if braced, only attack */
141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 142 bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */
142 const char *invis_race; /* What race invisible to? */
143 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 143 bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */
144 uint32 fire_on:1; /* Player should fire object, not move */ 144 bool ACC (RO, fire_on); /* Player should fire object, not move */
145 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 145 bool ACC (RO, run_on); /* Player should keep moving in dir until run is off */
146 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 146 bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */
147 uint32 name_changed:1; /* If true, the player has set a name. */
148 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 147 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
149 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 148 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */
150 uint32 explore:1; /* if True, player is in explore mode */ 149 bool ACC (RO, explore); /* if True, player is in explore mode */
151 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
152 150
153 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
154 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
155 153
156 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ 154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
157 float last_weapon_sp; /* if diff than weapon_sp, update client */ 155 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
158 uint16 last_flags; /* fire/run on flags for last tick */ 156 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
159 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ 157 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
160 sint32 last_weight_limit; /* Last weight limit transmitted to client */ 158 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
161 uint32 last_path_attuned; /* Last spell attunment sent to client */ 159 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
162 uint32 last_path_repelled; /* Last spell repelled sent to client */ 160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
163 uint32 last_path_denied; /* Last spell denied sent to client */ 161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
164 living orig_stats; /* Permanent real stats of player */ 162 living ACC (RO, orig_stats); /* Permanent real stats of player */
165 living last_stats; /* Last stats as sent to client */ 163 living ACC (RO, last_stats); /* Last stats as sent to client */
166 float last_speed; /* Last speed as sent to client */ 164 float ACC (RW, last_speed); /* Last speed as sent to client */
167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
168 int Swap_First; /* First stat player has selected to swap */
169 object *ob; /* The object representing the player */
170 object *last_used; /* Pointer to object last picked or applied */ 166 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
171 uint32 last_used_id; /* Safety measures to be sure it's the same */
172 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
173 /* the player can see. For maps smaller than */
174 /* MAP_CLIENT_.., the upper left is used */
175 167
168 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
169 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
170 shstr ACC (RW, maplevel); /* On which level is the player? */
171 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
172
176 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 173 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
177 /* Note that for dragon players, this is filled in for them */ 174 /* Note that for dragon players, this is filled in for them */
178 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
179 176
180 sint8 levhp[11]; /* What the player gained on that level */ 177 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
181 sint8 levsp[11]; /* Same for sp */ 178 sint8 ACC (RW, levsp[11]); /* Same for sp */
182 sint8 levgrace[11]; /* And same for grace */ 179 sint8 ACC (RW, levgrace[11]); /* And same for grace */
183 180
184 char killer[BIG_NAME]; /* Who killed this player. */ 181 char ACC (RW, killer)[64]; /* Who killed this player. */
185 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
186 182
187 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
188 char input_buf[MAX_BUF]; /* Holds command to run */
189 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 184 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
190 185
191#ifdef SAVE_INTERVAL
192 time_t last_save_time; 186 time_t ACC (RW, last_save_time);
193#endif /* SAVE_INTERVAL */
194#ifdef AUTOSAVE
195 uint32 last_save_tick; 187 uint32 ACC (RW, last_save_tick);
196#endif
197 partylist *party; /* Party this player is part of */ 188 partylist *ACC (RW, party); /* Party this player is part of */
198 partylist *party_to_join; /* used when player wants to join a party */ 189 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
199 /* but we will have to get password first */ 190 /* but we will have to get password first */
200 /* so we have to remember which party to */ 191 /* so we have to remember which party to */
201 /* join */ 192 /* join */
202 char search_str[MAX_BUF]; /* Item we are looking for */ 193 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
203 sint16 encumbrance; /* How much our player is encumbered */ 194 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
195 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
196 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
197 object_ptr ACC (RW, mark); /* marked object */
198 /* Special DM fields */
199 tag_t *stack_items; /* Item stack for patch/dump/... commands */
200 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
201 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
202 /* the player can see. For maps smaller than */
203 /* MAP_CLIENT_.., the upper left is used */
204
205 shstr ACC (RW, invis_race); /* What race invisible to? */
206 bool ACC (RW, enable_save);
204 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
205 uint16 outputs_sync; /* How often to print, no matter what */ 208
206 uint16 outputs_count; /* Print if this count is exceeded */ 209 MTH static player *create ();
207 object *mark; /* marked object */ 210 MTH static player *load (const char *path);
208 uint32 mark_count; /* count of mark object */ 211 MTH void save (bool final = false);
209 object *transport; /* transport the player is in */ 212 void do_destroy ();
210 /* Special DM fields */ 213 void gather_callbacks (AV *&callbacks, event_type event) const;
211 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 214
212 int stack_position; /* Current stack position, 0 for no item */ 215 MTH void connect (client *ns);
216 MTH void disconnect ();
217
218 // enters the initial map, after login or creation
219 MTH void enter_map ();
220
221 ~player ();
222
223private:
224 void set_object (object *op);
213} player; 225 player ();
226};
227

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