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Comparing deliantra/server/include/player.h (file contents):
Revision 1.76 by root, Wed Apr 23 07:25:54 2008 UTC vs.
Revision 1.103 by root, Fri Mar 26 00:59:21 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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
25#ifndef PLAYER_H_
26#define PLAYER_H_
27
28//+GPL
23 29
24enum bowtype_t 30enum bowtype_t
25{ 31{
26 bow_normal = 0, 32 bow_normal = 0,
27 bow_threewide = 1, 33 bow_threewide = 1,
67 73
68/* not really the player, but tied pretty closely */ 74/* not really the player, but tied pretty closely */
69INTERFACE_CLASS (partylist) 75INTERFACE_CLASS (partylist)
70struct partylist 76struct partylist
71{ 77{
72 char *ACC (RW, partyleader); 78 utf8_string ACC (RW, partyleader);
73 char ACC (RW, passwd)[9]; 79 char ACC (RW, passwd)[9];
74 partylist *ACC (RW, next); 80 partylist *ACC (RW, next);
75 char *ACC (RW, partyname); 81 utf8_string ACC (RW, partyname);
76 82
77 struct party_kill 83 struct party_kill
78 { 84 {
79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 85 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
80 sint64 exp; 86 sint64 exp;
83 sint64 ACC (RW, total_exp); 89 sint64 ACC (RW, total_exp);
84 uint32 ACC (RW, kills); 90 uint32 ACC (RW, kills);
85}; 91};
86 92
87// used for pet monster logic etc. 93// used for pet monster logic etc.
88static bool 94static inline bool
89same_party (partylist *a, partylist *b) 95same_party (partylist *a, partylist *b)
90{ 96{
91 return a == b && a; 97 return a == b && a;
92} 98}
93 99
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 109 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 110 unapplymode ACC (RW, unapply); /* Method for auto unapply */
105 uint32 ACC (RW, count); /* Any numbers typed before a command */ 111 uint32 ACC (RW, count); /* Any numbers typed before a command */
106 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 112 uint32 ACC (RW, mode); /* Mode of player for pickup. */
107 113
108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 114 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 115 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 116 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 117 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 118 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */ 119 int ACC (RW, item_power); /* Total item power of objects equipped */
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 */ 120 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
121 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
116 122
117 /* Try to put all the bitfields together - saves some small amount of memory */ 123 /* 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 */ 124 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 125 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
120 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ 126 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 137 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
132 138
133 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 139 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 140 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 141 object_ptr ACC (RW, golem); // the currently controlled golem
136 object_ptr ACC (RW, observe); // the object that is being observed (or 0) 142 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
143 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
137 144
138 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 145 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 */ 146 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
140 shstr ACC (RW, maplevel); /* On which level is the player? */ 147 shstr ACC (RW, maplevel); /* On which level is the player? */
141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 148 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
146 153
147 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 154 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
148 sint8 ACC (RW, levsp[11]); /* Same for sp */ 155 sint8 ACC (RW, levsp[11]); /* Same for sp */
149 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 156 sint8 ACC (RW, levgrace[11]); /* And same for grace */
150 157
151 char ACC (RW, killer)[64]; /* Who killed this player. */ 158 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
152 159
160 float speed_left_save; // spee doptimisation, see process_players[12]
153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 161 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 */ 162 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
155 163
156 partylist *ACC (RW, party); /* Party this player is part of */ 164 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 */ 165 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
158 /* but we will have to get password first */ 166 /* but we will have to get password first */
159 /* so we have to remember which party to */ 167 /* so we have to remember which party to */
160 /* join */ 168 /* join */
161 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 169 char ACC (RW, search_str)[256]; /* Item we are looking for */
162 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 170 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
163 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ 171 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
164 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 172 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
165 object_ptr ACC (RW, mark); /* marked object */ 173 object_ptr ACC (RW, mark); /* marked object */
166 /* Special DM fields */ 174 /* Special DM fields */
167 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 175 tag_t *stack_items; /* Item stack for patch/dump/... commands */
168 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 176 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
169 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 177 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
170 /* the player can see. For maps smaller than */ 178 /* the player can see. For maps smaller than */
171 /* MAP_CLIENT_.., the upper left is used */ 179 /* MAP_CLIENT_.., the center is used */
180
181//-GPL
182
183 // stats updates are very costly, so delay them if at all possible
184 bool ACC (RW, delayed_update);
185 void queue_stats_update ()
186 {
187 delayed_update = true;
188 }
189 void need_updated_stats ()
190 {
191 if (delayed_update)
192 ob->update_stats ();
193 }
194
195 // return the los value for the given coordinate
196 MTH sint8 blocked_los (int dx, int dy) const
197 {
198 dx += LOS_X0;
199 dy += LOS_Y0;
200
201 return 0 <= dx && dx < MAP_CLIENT_X
202 && 0 <= dy && dy < MAP_CLIENT_Y
203 ? los[dx][dy] : LOS_BLOCKED;
204 }
205
206 // unchecked variant
207 sint8 blocked_los_uc (int dx, int dy) const
208 {
209 return los[dx + LOS_X0][dy + LOS_Y0];
210 }
211
212 MTH void clear_los (sint8 value = LOS_BLOCKED);
213 MTH void update_los ();
172 214
173 shstr ACC (RW, invis_race); /* What race invisible to? */ 215 shstr ACC (RW, invis_race); /* What race invisible to? */
216
217 MTH const_utf8_string killer_name () const; // makes a string out of ->killer
174 218
175 MTH static player *create (); 219 MTH static player *create ();
176 static player *find (const_utf8_string name); 220 static player *find (const_utf8_string name);
177 221
178 static player *load_pl (object_thawer &thawer); 222 static player *load_pl (object_thawer &thawer);
179 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } 223 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
180 224
225 MTH void link_skills ();
226 MTH object *find_skill (shstr_cmp name) const;
227
181 bool save_pl (object_freezer &freezer); 228 bool save_pl (object_freezer &freezer);
182 MTH bool save_pl (const char *path); 229 MTH bool save_pl (const_octet_string path);
183 230
184 void do_destroy (); 231 void do_destroy ();
185 void gather_callbacks (AV *&callbacks, event_type event) const; 232 void gather_callbacks (AV *&callbacks, event_type event) const;
186 233
234 MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
235
236 MTH void touch () { dirty = true; } // need to touch when logged out and changed
237
187 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const 238 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
188 { 239 {
189 if (ns) 240 if (ns)
190 ns->play_sound (sound, dx, dy); 241 ns->play_sound (sound, dx, dy);
191 } 242 }
192 243
193 // wether the player can "see" this mapspace or not, decided by los 244 // wether the player can "see" this mapspace or not, decided by los
194 // 0 - nothing see, 100 - fully visible 245 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
195 MTH sint8 visibility_at (maptile *map, int x, int y) const; 246 MTH sint8 darkness_at (maptile *map, int x, int y) const;
196 247
197 MTH void connect (client *ns); 248 MTH void connect (client *ns);
198 MTH void disconnect (); 249 MTH void disconnect ();
199 250
200 MTH void activate (); 251 MTH void activate ();
201 MTH void deactivate (); 252 MTH void deactivate ();
202 253
203 MTH void chargen_race_done (); 254 MTH void chargen_race_done ();
204 MTH void chargen_race_next (); 255 MTH void chargen_race_next ();
205 256
206 MTH void set_observe (object *ob); 257 MTH void set_observe (object_ornull *ob);
258 MTH void set_viewpoint (object_ornull *ob);
207 259
208 void send_msg (int color, const char *type, const char *msg) 260 void send_msg (int color, const_utf8_string type, const_utf8_string msg)
209 { 261 {
210 ns->send_msg (color, type, msg); 262 ns->send_msg (color, type, msg);
211 } 263 }
212 264
213 // a prominent box that can easily be escaped away or so 265 // a prominent box that can easily be escaped away or so
214 // should be used for informative output such as who, maps etc. 266 // should be used for informative output such as who, maps etc.
215 // will stay on-screen 267 // will stay on-screen
216 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK); 268 MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
217 269
218 // a prominent msg that signifies some important event, 270 // a prominent msg that signifies some important event,
219 // an improvement potion effect potion. should not be long. 271 // an improvement potion effect potion. should not be long.
220 // might time out after a while 272 // might time out after a while
221 MTH void statusmsg (const char *msg, int color = NDI_BLACK); 273 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
222 274
223 // a prominent box that signifies some error such as a failed 275 // a prominent box that signifies some error such as a failed
224 // improvement potion. should not be long. 276 // improvement potion. should not be long.
225 MTH void failmsg (const char *msg, int color = NDI_RED); 277 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
278
279 MTH void update_spells () const
280 {
281 if (ns)
282 ns->update_spells = true;
283 }
226 284
227 ~player (); 285 ~player ();
228 286
229private: 287private:
230 void set_object (object *op); 288 void set_object (object *op);
237 295
238#define for_all_players(var) \ 296#define for_all_players(var) \
239 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 297 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
240 statementvar (player *, var, ::players [_i]) 298 statementvar (player *, var, ::players [_i])
241 299
300#define for_all_players_on_map(var,mapp) \
301 for_all_players(var) \
302 if ((var)->ob->map == (mapp))
303
242inline void 304inline void
243object::statusmsg (const char *msg, int color) 305object::statusmsg (const_utf8_string msg, int color)
244{ 306{
245 if (expect_true (contr)) contr->statusmsg (msg, color); 307 if (expect_true (contr)) contr->statusmsg (msg, color);
246} 308}
247 309
248inline void 310inline void
249object::failmsg (const char *msg, int color) 311object::failmsg (const_utf8_string msg, int color)
250{ 312{
251 if (expect_true (contr)) contr->failmsg (msg, color); 313 if (expect_true (contr)) contr->failmsg (msg, color);
252} 314}
315
316#endif
317

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