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Comparing deliantra/server/include/player.h (file contents):
Revision 1.36 by root, Tue Dec 26 05:44:15 2006 UTC vs.
Revision 1.110 by root, Tue Jan 3 11:25:32 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/
23
24#define NUM_OUTPUT_BUFS 5
25struct Output_Buf
26{
27 shstr buf; /* Actual string pointer */
28 uint32 first_update; /* First time this message was stored */
29 uint16 count; /* How many times we got this message */
30};
31
32/* wand/rod/horn rolled into range_misc. They all use the same body location
33 * anyways.
34 */ 23 */
35enum rangetype 24
36{ 25#ifndef PLAYER_H_
37 range_bottom = -1, 26#define PLAYER_H_
38 range_none = 0, 27
39 range_bow = 1, 28//+GPL
40 range_magic = 2,
41 range_misc = 3,
42 range_golem = 4,
43 range_skill = 5,
44 range_builder = 6,
45 range_size = 7
46};
47 29
48enum bowtype_t 30enum bowtype_t
49{ 31{
50 bow_normal = 0, 32 bow_normal = 0,
51 bow_threewide = 1, 33 bow_threewide = 1,
52 bow_spreadshot = 2, 34 bow_spreadshot = 2,
53 bow_n = 3, /* must stay at 3 */ 35 bow_n = 3, /* must stay at 3 */
54 bow_ne = 4, 36 bow_ne = 4,
55 bow_e = 5, 37 bow_e = 5,
56 bow_se = 6, 38 bow_se = 6,
57 bow_s = 7, 39 bow_s = 7,
58 bow_sw = 8, 40 bow_sw = 8,
59 bow_w = 9, 41 bow_w = 9,
60 bow_nw = 10, /* must stay at 10 */ 42 bow_nw = 10, /* must stay at 10 */
61 bow_bestarrow = 11 43 bow_bestarrow = 11
62}; 44};
63 45
64enum petmode_t 46enum petmode_t
65{ 47{
66 pet_normal = 0, 48 pet_normal = 0,
67 pet_sad = 1, 49 pet_sad = 1,
68 pet_defend = 2, 50 pet_defend = 2,
69 pet_arena = 3 51 pet_arena = 3,
70}; 52};
71 53
72enum usekeytype 54enum usekeytype
73{ 55{
74 key_inventory = 0, 56 key_inventory = 0,
75 keyrings = 1, 57 keyrings = 1,
76 containers = 2 58 containers = 2,
77}; 59};
78 60
79/* This is used to control what to do when we need to unapply 61/* This is used to control what to do when we need to unapply
80 * an object before we can apply another one. 62 * an object before we can apply another one.
81 */ 63 */
88 /* that need to be unapplied, there is no way for the player */ 70 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */ 71 /* to control which of these will be unapplied. */
90}; 72};
91 73
92/* not really the player, but tied pretty closely */ 74/* not really the player, but tied pretty closely */
75INTERFACE_CLASS (partylist)
93struct partylist 76struct partylist
94{ 77{
95 char *partyleader; 78 utf8_string ACC (RW, partyleader);
96 char passwd[9]; 79 char ACC (RW, passwd)[9];
97 partylist *next; 80 partylist *ACC (RW, next);
98 char *partyname; 81 utf8_string ACC (RW, partyname);
99 82
100#ifdef PARTY_KILL_LOG
101 struct party_kill 83 struct party_kill
102 { 84 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 85 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp; 86 sint64 exp;
105 } party_kills[PARTY_KILL_LOG]; 87 } party_kills[PARTY_KILL_LOG];
106#endif 88
107 sint64 total_exp; 89 sint64 ACC (RW, total_exp);
108 uint32 kills; 90 uint32 ACC (RW, kills);
109}; 91};
110 92
111#define for_all_players(var) for (player *var = first_player; var; var = var->next) 93// used for pet monster logic etc.
94static inline bool
95same_party (partylist *a, partylist *b)
96{
97 return a == b && a;
98}
112 99
113INTERFACE_CLASS (player) 100INTERFACE_CLASS (player)
114struct player : zero_initialised, attachable 101struct player : zero_initialised, attachable
115{ 102{
116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
117 client_ptr ACC (RO, ns); /* Socket information for this player */ 103 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
118 object_ptr ACC (RW, ob); /* The object representing the player */ 104 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
119 maptile *loading; /* When entering a map in progress of loading, not really used */ 105 object_vector_index ACC (RO, active);
120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ 106
121 bowtype_t ACC (RW, bowtype); /* which firemode? */ 107 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t ACC (RW, petmode); /* which petmode? */ 108 petmode_t ACC (RW, petmode); /* which petmode? */
123 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
124 /* That not all are used, it is just nice to map this 1:1 */
125 /* With the range names */
126 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 109 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
127 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 110 unapplymode ACC (RW, unapply); /* Method for auto unapply */
128 uint32 ACC (RW, count); /* Any numbers typed before a command */ 111 uint32 ACC (RW, count); /* Any numbers typed before a command */
129 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 112 uint32 ACC (RW, mode); /* Mode of player for pickup. */
130 113
131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 114 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 115 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 116 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
134 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 117 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 118 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 119 int ACC (RW, item_power); /* Total item power of objects equipped */
137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 120 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 121 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
139 122
140 /* 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 */
141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 124 bool ACC (RW, braced); /* Will not move if braced, only attack */
142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 125 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
143 uint32 ACC (RO, do_los):1; /* 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 */
144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 127 bool ACC (RW, fire_on); /* Player should fire object, not move */
145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 128 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 129 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
148 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 130 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 131 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
150
151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
153 132
154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 133 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
155 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ 134 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
156 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
157 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
158 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
159 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
162 living ACC (RO, orig_stats); /* Permanent real stats of player */ 135 living ACC (RO, orig_stats); /* Permanent real stats of player */
163 living ACC (RO, last_stats); /* Last stats as sent to client */ 136 object_ptr last_skill_ob[CS_NUM_SKILLS]; /* the exp object */
164 float ACC (RW, last_speed); /* Last speed as sent to client */
165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
166 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 */
167 138
139 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
140 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
141 object_ptr ACC (RW, golem); // the currently controlled golem
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)
144
168 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) */
169 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 146 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 147 shstr ACC (RW, maplevel); /* On which level is the player? */
171 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 */
172 149
173 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 150 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
174 /* Note that for dragon players, this is filled in for them */ 151 /* Note that for dragon players, this is filled in for them */
175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 152 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
176 153
177 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 */
178 sint8 ACC (RW, levsp[11]); /* Same for sp */ 155 sint8 ACC (RW, levsp[11]); /* Same for sp */
179 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 156 sint8 ACC (RW, levgrace[11]); /* And same for grace */
180 157
181 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) */
182 159
160 float speed_left_save; // spee doptimisation, see process_players[12]
183 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 */
184 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 162 char ACC (RW, password)[256]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
185 163
186 time_t ACC (RW, last_save_time);
187 uint32 ACC (RW, last_save_tick);
188 partylist *ACC (RW, party); /* Party this player is part of */ 164 partylist *ACC (RW, party); /* Party this player is part of */
189 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 */
190 /* but we will have to get password first */ 166 /* but we will have to get password first */
191 /* so we have to remember which party to */ 167 /* so we have to remember which party to */
192 /* join */ 168 /* join */
193 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 169 char ACC (RW, search_str)[256]; /* Item we are looking for */
194 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 170 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
195 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 */
196 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 172 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
197 object_ptr ACC (RW, mark); /* marked object */ 173 object_ptr ACC (RW, mark); /* marked object */
198 /* Special DM fields */ 174 /* Special DM fields */
199 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 175 tag_t *stack_items; /* Item stack for patch/dump/... commands */
200 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 */
201 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 */
202 /* the player can see. For maps smaller than */ 178 /* the player can see. For maps smaller than */
203 /* 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#if 0
196 enum {
197 SA_SPELLS = 1<<0,
198 SA_EXP = 1<<1,
199 };
200
201 uint8 ACxC (RW, stat_update_flags);
202
203 void need_stat_update (int flags)
204 {
205 stat_update_flags |= flags;
206 }
207#endif
208
209 // return the los value for the given coordinate
210 MTH sint8 blocked_los (int dx, int dy) const
211 {
212 dx += LOS_X0;
213 dy += LOS_Y0;
214
215 return 0 <= dx && dx < MAP_CLIENT_X
216 && 0 <= dy && dy < MAP_CLIENT_Y
217 ? los[dx][dy] : LOS_BLOCKED;
218 }
219
220 // unchecked variant
221 sint8 blocked_los_uc (int dx, int dy) const
222 {
223 return los[dx + LOS_X0][dy + LOS_Y0];
224 }
225
226 MTH void clear_los (sint8 value = LOS_BLOCKED);
227 MTH void update_los ();
204 228
205 shstr ACC (RW, invis_race); /* What race invisible to? */ 229 shstr ACC (RW, invis_race); /* What race invisible to? */
206 bool ACC (RW, enable_save); 230
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 231 MTH const_utf8_string killer_name () const; // makes a string out of ->killer
208 232
209 MTH static player *create (); 233 MTH static player *create ();
210 MTH static player *load (const char *path); 234 static player *find (const_utf8_string name);
211 MTH void save (bool final = false); 235
236 static player *load_pl (object_thawer &thawer);
237 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
238
239 MTH void link_skills ();
240 MTH object *find_skill (shstr_cmp name) const;
241
242 bool save_pl (object_freezer &freezer);
243 MTH bool save_pl (const_octet_string path);
244
212 void do_destroy (); 245 void do_destroy ();
213 void gather_callbacks (AV *&callbacks, event_type event) const; 246 void gather_callbacks (AV *&callbacks, event_type event) const;
214 247
248 MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
249
250 MTH void touch () { dirty = true; } // need to touch when logged out and changed
251
252 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
253 {
254 if (ns)
255 ns->play_sound (sound, dx, dy);
256 }
257
258 // wether the player can "see" this mapspace or not, decided by los
259 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
260 MTH sint8 darkness_at (maptile *map, int x, int y) const;
261
215 MTH void connect (client *ns); 262 MTH void connect (client *ns);
216 MTH void disconnect (); 263 MTH void disconnect ();
264
265 MTH void activate ();
266 MTH void deactivate ();
267
268 MTH void chargen_race_done ();
269 MTH void chargen_race_next ();
270
271 MTH void set_observe (object_ornull *ob);
272 MTH void set_viewpoint (object_ornull *ob);
273
274 void send_msg (int color, const_utf8_string type, const_utf8_string msg)
275 {
276 ns->send_msg (color, type, msg);
277 }
278
279 // a prominent box that can easily be escaped away or so
280 // should be used for informative output such as who, maps etc.
281 // will stay on-screen
282 MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
283
284 // a prominent msg that signifies some important event,
285 // an improvement potion effect potion. should not be long.
286 // might time out after a while
287 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
288
289 // a prominent box that signifies some error such as a failed
290 // improvement potion. should not be long.
291 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
292 void failmsgf (const_utf8_string format, ...); // always NDI_RED
293
294 MTH void update_spells () const
295 {
296 if (ns)
297 ns->update_spells = true;
298 }
217 299
218 ~player (); 300 ~player ();
219 301
220private: 302private:
221 void set_object (object *op); 303 void set_object (object *op);
222 player (); 304 player ();
223}; 305};
224 306
307typedef object_vector<player, &player::active> playervec;
308
309extern playervec players;
310
311#define for_all_players(var) \
312 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
313 statementvar (player *, var, ::players [_i])
314
315#define for_all_players_on_map(var,mapp) \
316 for_all_players(var) \
317 if ((var)->ob->map == (mapp))
318
319inline void
320object::statusmsg (const_utf8_string msg, int color)
321{
322 if (expect_true (contr)) contr->statusmsg (msg, color);
323}
324
325inline void
326object::failmsg (const_utf8_string msg, int color)
327{
328 if (expect_true (contr)) contr->failmsg (msg, color);
329}
330
331#endif
332

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