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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.5 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.12 by root, Mon Sep 4 11:07:59 2006 UTC

1/*
2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.5 2006/08/25 17:11:53 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22*/
28 23
29#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
30typedef struct { 25typedef struct {
31 const char *buf; /* Actual string pointer */ 26 shstr buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */ 27 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */ 28 uint16 count; /* How many times we got this message */
34} Output_Buf; 29} Output_Buf;
35 30
36 31
59 bow_se = 6, 54 bow_se = 6,
60 bow_s = 7, 55 bow_s = 7,
61 bow_sw = 8, 56 bow_sw = 8,
62 bow_w = 9, 57 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */ 58 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11 59 bow_bestarrow = 11
65}; 60};
66 61
67typedef enum _petmode { 62typedef enum _petmode {
68 pet_normal = 0, 63 pet_normal = 0,
69 pet_sad = 1, 64 pet_sad = 1,
82 */ 77 */
83typedef enum unapplymode { 78typedef enum unapplymode {
84 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 79 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */
85 unapply_never=1, /* will not unapply objects automatically */ 80 unapply_never=1, /* will not unapply objects automatically */
86 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 81 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */ 82 /* no choice - if there are multiple ojbect of the same type */
88 /* that need to be unapplied, there is no way for the player */ 83 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */ 84 /* to control which of these will be unapplied. */
90} unapplymode; 85} unapplymode;
91 86
92/* not really the player, but tied pretty closely */ 87/* not really the player, but tied pretty closely */
93typedef struct party_struct { 88typedef struct party_struct {
94 char * partyleader; 89 char * partyleader;
96 struct party_struct *next; 91 struct party_struct *next;
97 char *partyname; 92 char *partyname;
98 93
99#ifdef PARTY_KILL_LOG 94#ifdef PARTY_KILL_LOG
100 struct party_kill { 95 struct party_kill {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 96 char killer[MAX_NAME+1],dead[MAX_NAME+1];
102 sint64 exp; 97 sint64 exp;
103 } party_kills[PARTY_KILL_LOG]; 98 } party_kills[PARTY_KILL_LOG];
104#endif 99#endif
105 sint64 total_exp; 100 sint64 total_exp;
106 uint32 kills; 101 uint32 kills;
107} partylist; 102} partylist;
108 103
109// the layout of this structure cnanot be changed unless adjusting the inialisation code 104// memsettable part of player
110// in server/player.c:get_player has been verified. 105struct player_pod
111typedef struct pl { 106{
112 struct pl *next; /* Pointer to next player, NULL if this is last */
113 NewSocket socket; /* Socket information for this player */
114 object *ob; /* The object representing the player */ 107 object *ob; /* The object representing the player */
115 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 108 mapstruct *loading; /* When entering a map in progress of loading, not really used */
116 rangetype shoottype; /* Which range-attack is being used by player */ 109 rangetype shoottype; /* Which range-attack is being used by player */
117 bowtype_t bowtype; /* which firemode? */ 110 bowtype_t bowtype; /* which firemode? */
118 petmode_t petmode; /* which petmode? */ 111 petmode_t petmode; /* which petmode? */
119 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 112 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
120 /* That not all are used, it is just nice to map this 1:1 */ 113 /* That not all are used, it is just nice to map this 1:1 */
121 /* With the range names */ 114 /* With the range names */
122 uint32 golem_count; /* To track the golem */ 115 uint32 golem_count; /* To track the golem */
123 usekeytype usekeys; /* Method for finding keys for doors */ 116 usekeytype usekeys; /* Method for finding keys for doors */
124 unapplymode unapply; /* Method for auto unapply */ 117 unapplymode unapply; /* Method for auto unapply */
125 uint32 count; /* Any numbers typed before a command */ 118 uint32 count; /* Any numbers typed before a command */
126 uint32 mode; /* Mode of player for pickup. */ 119 uint32 mode; /* Mode of player for pickup. */
136 sint8 last_level; /* Last level we sent to client */ 129 sint8 last_level; /* Last level we sent to client */
137 130
138 /* Try to put all the bitfields together - saves some small amount of memory */ 131 /* Try to put all the bitfields together - saves some small amount of memory */
139 uint32 braced:1; /* Will not move if braced, only attack */ 132 uint32 braced:1; /* Will not move if braced, only attack */
140 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 133 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
141 const char *invis_race; /* What race invisible to? */ 134 shstr invis_race; /* What race invisible to? */
142 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 135 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
143 uint32 fire_on:1; /* Player should fire object, not move */ 136 uint32 fire_on:1; /* Player should fire object, not move */
144 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 137 uint32 run_on:1; /* Player should keep moving in dir until run is off */
145 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 138 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
146 uint32 name_changed:1; /* If true, the player has set a name. */ 139 uint32 name_changed:1; /* If true, the player has set a name. */
166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 159 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
167 int Swap_First; /* First stat player has selected to swap */ 160 int Swap_First; /* First stat player has selected to swap */
168 object *last_used; /* Pointer to object last picked or applied */ 161 object *last_used; /* Pointer to object last picked or applied */
169 uint32 last_used_id; /* Safety measures to be sure it's the same */ 162 uint32 last_used_id; /* Safety measures to be sure it's the same */
170 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 163 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
171 /* the player can see. For maps smaller than */ 164 /* the player can see. For maps smaller than */
172 /* MAP_CLIENT_.., the upper left is used */ 165 /* MAP_CLIENT_.., the upper left is used */
173 166
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 167 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
175 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 168 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */ 169 char maplevel[MAX_BUF]; /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */ 170 char spellparam[MAX_BUF]; /* What param to add to spells */
178 171
179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 172 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
180 /* Note that for dragon players, this is filled in for them */ 173 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 174 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
182 175
183 sint8 levhp[11]; /* What the player gained on that level */ 176 sint8 levhp[11]; /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */ 177 sint8 levsp[11]; /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */ 178 sint8 levgrace[11]; /* And same for grace */
197#ifdef AUTOSAVE 190#ifdef AUTOSAVE
198 uint32 last_save_tick; 191 uint32 last_save_tick;
199#endif 192#endif
200 partylist *party; /* Party this player is part of */ 193 partylist *party; /* Party this player is part of */
201 partylist *party_to_join; /* used when player wants to join a party */ 194 partylist *party_to_join; /* used when player wants to join a party */
202 /* but we will have to get password first */ 195 /* but we will have to get password first */
203 /* so we have to remember which party to */ 196 /* so we have to remember which party to */
204 /* join */ 197 /* join */
205 char search_str[MAX_BUF]; /* Item we are looking for */ 198 char search_str[MAX_BUF]; /* Item we are looking for */
206 sint16 encumbrance; /* How much our player is encumbered */ 199 sint16 encumbrance; /* How much our player is encumbered */
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 200 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
208 uint16 outputs_sync; /* How often to print, no matter what */ 201 uint16 outputs_sync; /* How often to print, no matter what */
209 uint16 outputs_count; /* Print if this count is exceeded */ 202 uint16 outputs_count; /* Print if this count is exceeded */
210 object *mark; /* marked object */ 203 object *mark; /* marked object */
211 uint32 mark_count; /* count of mark object */ 204 uint32 mark_count; /* count of mark object */
212 object *transport; /* transport the player is in */
213 /* Special DM fields */ 205 /* Special DM fields */
214 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 206 tag_t* stack_items; /* Item stack for patch/dump/... commands */
215 int stack_position; /* Current stack position, 0 for no item */ 207 int stack_position; /* Current stack position, 0 for no item */
208};
216 209
217 void *self, *cb; // CF+ perl's self and callback registry 210typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
211{
212 struct pl *next; /* Pointer to next player, NULL if this is last */
213 NewSocket socket; /* Socket information for this player */
218} player; 214} player;
215

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