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Comparing deliantra/server/include/player.h (file contents):
Revision 1.12 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.51 by root, Mon Apr 30 04:25:30 2007 UTC

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

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