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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.15 by root, Fri Sep 8 16:51:44 2006 UTC vs.
Revision 1.16 by root, Sat Sep 16 22:24:12 2006 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
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
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-devel@real-time.com
22*/ 23*/
23 24
24#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
25struct Output_Buf { 26struct Output_Buf
27{
26 shstr buf; /* Actual string pointer */ 28 shstr buf; /* Actual string pointer */
27 uint32 first_update; /* First time this message was stored */ 29 uint32 first_update; /* First time this message was stored */
28 uint16 count; /* How many times we got this message */ 30 uint16 count; /* How many times we got this message */
29}; 31};
30 32
31/* 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
32 * anyways. 34 * anyways.
33 */ 35 */
34enum rangetype { 36enum rangetype
37{
35 range_bottom = -1, 38 range_bottom = -1,
36 range_none = 0, 39 range_none = 0,
37 range_bow = 1, 40 range_bow = 1,
38 range_magic = 2, 41 range_magic = 2,
39 range_misc = 3, 42 range_misc = 3,
40 range_golem = 4, 43 range_golem = 4,
41 range_skill = 5, 44 range_skill = 5,
42 range_builder = 6, 45 range_builder = 6,
43 range_size = 7 46 range_size = 7
44}; 47};
45 48
46enum bowtype_t { 49enum bowtype_t
50{
47 bow_normal = 0, 51 bow_normal = 0,
48 bow_threewide = 1, 52 bow_threewide = 1,
49 bow_spreadshot = 2, 53 bow_spreadshot = 2,
50 bow_n = 3, /* must stay at 3 */ 54 bow_n = 3, /* must stay at 3 */
51 bow_ne = 4, 55 bow_ne = 4,
52 bow_e = 5, 56 bow_e = 5,
53 bow_se = 6, 57 bow_se = 6,
54 bow_s = 7, 58 bow_s = 7,
55 bow_sw = 8, 59 bow_sw = 8,
56 bow_w = 9, 60 bow_w = 9,
57 bow_nw = 10, /* must stay at 10 */ 61 bow_nw = 10, /* must stay at 10 */
58 bow_bestarrow = 11 62 bow_bestarrow = 11
59}; 63};
60 64
61typedef enum _petmode { 65enum petmode_t
66{
62 pet_normal = 0, 67 pet_normal = 0,
63 pet_sad = 1, 68 pet_sad = 1,
64 pet_defend = 2, 69 pet_defend = 2,
65 pet_arena = 3 70 pet_arena = 3
66} petmode_t; 71};
67 72
68typedef enum usekeytype { 73enum usekeytype
74{
69 key_inventory=0, 75 key_inventory = 0,
70 keyrings=1, 76 keyrings = 1,
71 containers=2 77 containers = 2
72} usekeytype; 78};
73 79
74/* 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
75 * an object before we can apply another one. 81 * an object before we can apply another one.
76 */ 82 */
77typedef enum unapplymode { 83enum unapplymode
84{
78 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 */
79 unapply_never=1, /* will not unapply objects automatically */ 86 unapply_never = 1, /* will not unapply objects automatically */
80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 87 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
81 /* no choice - if there are multiple ojbect of the same type */ 88 /* no choice - if there are multiple ojbect of the same type */
82 /* 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 */
83 /* to control which of these will be unapplied. */ 90 /* to control which of these will be unapplied. */
84} unapplymode; 91};
85 92
86/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
87typedef struct party_struct { 94struct partylist
95{
88 char * partyleader; 96 char *partyleader;
89 char passwd[9]; 97 char passwd[9];
90 struct party_struct *next; 98 partylist *next;
91 char *partyname; 99 char *partyname;
92 100
93#ifdef PARTY_KILL_LOG 101#ifdef PARTY_KILL_LOG
94 struct party_kill { 102 struct party_kill
103 {
95 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
96 sint64 exp; 105 sint64 exp;
97 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
98#endif 107#endif
99 sint64 total_exp; 108 sint64 total_exp;
100 uint32 kills; 109 uint32 kills;
101} partylist; 110};
102 111
103// memsettable part of player 112// memsettable part of player
104struct player_pod 113struct player_pod
105{ 114{
106 object *ob; /* The object representing the player */ 115 object *ob; /* The object representing the player */
107 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 116 maptile *loading; /* When entering a map in progress of loading, not really used */
108 rangetype shoottype; /* Which range-attack is being used by player */ 117 rangetype shoottype; /* Which range-attack is being used by player */
109 bowtype_t bowtype; /* which firemode? */ 118 bowtype_t bowtype; /* which firemode? */
110 petmode_t petmode; /* which petmode? */ 119 petmode_t petmode; /* which petmode? */
111 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 120 object *ranges[range_size]; /* object for each range. Set up in fix player. Note */
112 /* That not all are used, it is just nice to map this 1:1 */ 121 /* That not all are used, it is just nice to map this 1:1 */
113 /* With the range names */ 122 /* With the range names */
114 uint32 golem_count; /* To track the golem */ 123 uint32 golem_count; /* To track the golem */
115 usekeytype usekeys; /* Method for finding keys for doors */ 124 usekeytype usekeys; /* Method for finding keys for doors */
116 unapplymode unapply; /* Method for auto unapply */ 125 unapplymode unapply; /* Method for auto unapply */
117 uint32 count; /* Any numbers typed before a command */ 126 uint32 count; /* Any numbers typed before a command */
118 uint32 mode; /* Mode of player for pickup. */ 127 uint32 mode; /* Mode of player for pickup. */
119 128
120 sint8 digestion; /* Any bonuses/penalties to digestion */ 129 sint8 digestion; /* Any bonuses/penalties to digestion */
121 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 130 sint8 gen_hp; /* Bonuses to regeneration speed of hp */
122 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 131 sint8 gen_sp; /* Bonuses to regeneration speed of sp */
123 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 132 sint8 gen_sp_armour; /* Penalty to sp regen from armour */
124 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 133 sint8 gen_grace; /* Bonuses to regeneration speed of grace */
125 sint16 item_power; /* Total item power of objects equipped */ 134 sint16 item_power; /* Total item power of objects equipped */
126 uint8 state; /* Input state of the player (name, password, etc */ 135 uint8 state; /* Input state of the player (name, password, etc */
127 uint8 listening; /* Which priority will be used in info_all */ 136 uint8 listening; /* Which priority will be used in info_all */
128 sint8 last_level; /* Last level we sent to client */ 137 sint8 last_level; /* Last level we sent to client */
129 138
130 /* Try to put all the bitfields together - saves some small amount of memory */ 139 /* Try to put all the bitfields together - saves some small amount of memory */
131 uint32 braced:1; /* Will not move if braced, only attack */ 140 uint32 braced:1; /* Will not move if braced, only attack */
132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
133 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 142 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
134 uint32 fire_on:1; /* Player should fire object, not move */ 143 uint32 fire_on:1; /* Player should fire object, not move */
135 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 144 uint32 run_on:1; /* Player should keep moving in dir until run is off */
136 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 145 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
137 uint32 name_changed:1; /* If true, the player has set a name. */ 146 uint32 name_changed:1; /* If true, the player has set a name. */
138 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 147 uint32 peaceful:1; /* If set, won't attack friendly creatures */
139 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 148 uint32 hidden:1; /* If True, player (DM) is hidden from view */
140 uint32 explore:1; /* if True, player is in explore mode */ 149 uint32 explore:1; /* if True, player is in explore mode */
141 uint32 no_shout:1; /* if True, player is *not* able to use shout command */ 150 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
142 151
143 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 152 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
144 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 153 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
145 154
146 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ 155 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */
147 float last_weapon_sp; /* if diff than weapon_sp, update client */ 156 float last_weapon_sp; /* if diff than weapon_sp, update client */
148 uint16 last_flags; /* fire/run on flags for last tick */ 157 uint16 last_flags; /* fire/run on flags for last tick */
149 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ 158 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
150 sint32 last_weight_limit; /* Last weight limit transmitted to client */ 159 sint32 last_weight_limit; /* Last weight limit transmitted to client */
151 uint32 last_path_attuned; /* Last spell attunment sent to client */ 160 uint32 last_path_attuned; /* Last spell attunment sent to client */
152 uint32 last_path_repelled; /* Last spell repelled sent to client */ 161 uint32 last_path_repelled; /* Last spell repelled sent to client */
153 uint32 last_path_denied; /* Last spell denied sent to client */ 162 uint32 last_path_denied; /* Last spell denied sent to client */
154 living orig_stats; /* Permanent real stats of player */ 163 living orig_stats; /* Permanent real stats of player */
155 living last_stats; /* Last stats as sent to client */ 164 living last_stats; /* Last stats as sent to client */
156 float last_speed; /* Last speed as sent to client */ 165 float last_speed; /* Last speed as sent to client */
157 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
158 int Swap_First; /* First stat player has selected to swap */ 167 int Swap_First; /* First stat player has selected to swap */
159 object *last_used; /* Pointer to object last picked or applied */ 168 object *last_used; /* Pointer to object last picked or applied */
160 uint32 last_used_id; /* Safety measures to be sure it's the same */ 169 uint32 last_used_id; /* Safety measures to be sure it's the same */
161 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 170 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
162 /* the player can see. For maps smaller than */ 171 /* the player can see. For maps smaller than */
163 /* MAP_CLIENT_.., the upper left is used */ 172 /* MAP_CLIENT_.., the upper left is used */
164 173
165 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
166 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 175 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
167 char maplevel[MAX_BUF]; /* On which level is the player? */ 176 char maplevel[MAX_BUF]; /* On which level is the player? */
168 char spellparam[MAX_BUF]; /* What param to add to spells */ 177 char spellparam[MAX_BUF]; /* What param to add to spells */
169 178
170 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
171 /* Note that for dragon players, this is filled in for them */ 180 /* Note that for dragon players, this is filled in for them */
172 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
173 182
174 sint8 levhp[11]; /* What the player gained on that level */ 183 sint8 levhp[11]; /* What the player gained on that level */
175 sint8 levsp[11]; /* Same for sp */ 184 sint8 levsp[11]; /* Same for sp */
176 sint8 levgrace[11]; /* And same for grace */ 185 sint8 levgrace[11]; /* And same for grace */
177 186
178 char killer[BIG_NAME]; /* Who killed this player. */ 187 char killer[BIG_NAME]; /* Who killed this player. */
179 188
180 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 189 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
181 char input_buf[MAX_BUF]; /* Holds command to run */ 190 char input_buf[MAX_BUF]; /* Holds command to run */
182 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 191 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
183 192
184#ifdef SAVE_INTERVAL 193#ifdef SAVE_INTERVAL
185 time_t last_save_time; 194 time_t last_save_time;
186#endif /* SAVE_INTERVAL */ 195#endif /* SAVE_INTERVAL */
187#ifdef AUTOSAVE 196#ifdef AUTOSAVE
188 uint32 last_save_tick; 197 uint32 last_save_tick;
189#endif 198#endif
190 partylist *party; /* Party this player is part of */ 199 partylist *party; /* Party this player is part of */
191 partylist *party_to_join; /* used when player wants to join a party */ 200 partylist *party_to_join; /* used when player wants to join a party */
192 /* but we will have to get password first */ 201 /* but we will have to get password first */
193 /* so we have to remember which party to */ 202 /* so we have to remember which party to */
194 /* join */ 203 /* join */
195 char search_str[MAX_BUF]; /* Item we are looking for */ 204 char search_str[MAX_BUF]; /* Item we are looking for */
196 sint16 encumbrance; /* How much our player is encumbered */ 205 sint16 encumbrance; /* How much our player is encumbered */
197 uint16 outputs_sync; /* How often to print, no matter what */ 206 uint16 outputs_sync; /* How often to print, no matter what */
198 uint16 outputs_count; /* Print if this count is exceeded */ 207 uint16 outputs_count; /* Print if this count is exceeded */
199 object *mark; /* marked object */ 208 object *mark; /* marked object */
200 uint32 mark_count; /* count of mark object */ 209 uint32 mark_count; /* count of mark object */
201 /* Special DM fields */ 210 /* Special DM fields */
202 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 211 tag_t *stack_items; /* Item stack for patch/dump/... commands */
203 int stack_position; /* Current stack position, 0 for no item */ 212 int stack_position; /* Current stack position, 0 for no item */
204}; 213};
205 214
206typedef struct pl : zero_initialised, attachable<struct pl>, player_pod 215struct player : zero_initialised, attachable<player>, player_pod
207{ 216{
208 struct pl *next; /* Pointer to next player, NULL if this is last */ 217 player *next; /* Pointer to next player, NULL if this is last */
209 NewSocket socket; /* Socket information for this player */ 218 NewSocket socket; /* Socket information for this player */
210 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 219 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
211 shstr invis_race; /* What race invisible to? */ 220 shstr invis_race; /* What race invisible to? */
212 221
213 void clear () 222 void clear ()
214 { 223 {
215 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod)); 224 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
216 attachable_clear (); 225 attachable_clear ();
217 invis_race = 0; 226 invis_race = 0;
218 227
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 228 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
220 outputs[i].buf = 0; 229 outputs[i].buf = 0;
221 } 230 }
222} player; 231};
223 232
224

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