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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 1.60 by root, Sun Jun 3 17:05:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <crossfire@schmorp.de>
22*/
23
24#define NUM_OUTPUT_BUFS 5
25struct Output_Buf {
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};
30
31/* wand/rod/horn rolled into range_misc. They all use the same body location
32 * anyways.
33 */ 23 */
34enum rangetype {
35 range_bottom = -1,
36 range_none = 0,
37 range_bow = 1,
38 range_magic = 2,
39 range_misc = 3,
40 range_golem = 4,
41 range_skill = 5,
42 range_builder = 6,
43 range_size = 7
44};
45 24
46enum bowtype_t { 25enum bowtype_t
26{
47 bow_normal = 0, 27 bow_normal = 0,
48 bow_threewide = 1, 28 bow_threewide = 1,
49 bow_spreadshot = 2, 29 bow_spreadshot = 2,
50 bow_n = 3, /* must stay at 3 */ 30 bow_n = 3, /* must stay at 3 */
51 bow_ne = 4, 31 bow_ne = 4,
52 bow_e = 5, 32 bow_e = 5,
53 bow_se = 6, 33 bow_se = 6,
54 bow_s = 7, 34 bow_s = 7,
55 bow_sw = 8, 35 bow_sw = 8,
56 bow_w = 9, 36 bow_w = 9,
57 bow_nw = 10, /* must stay at 10 */ 37 bow_nw = 10, /* must stay at 10 */
58 bow_bestarrow = 11 38 bow_bestarrow = 11
59}; 39};
60 40
61typedef enum _petmode { 41enum petmode_t
42{
62 pet_normal = 0, 43 pet_normal = 0,
63 pet_sad = 1, 44 pet_sad = 1,
64 pet_defend = 2, 45 pet_defend = 2,
65 pet_arena = 3 46 pet_arena = 3,
66} petmode_t; 47};
67 48
68typedef enum usekeytype { 49enum usekeytype
50{
69 key_inventory=0, 51 key_inventory = 0,
70 keyrings=1, 52 keyrings = 1,
71 containers=2 53 containers = 2,
72} usekeytype; 54};
73 55
74/* 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
75 * an object before we can apply another one. 57 * an object before we can apply another one.
76 */ 58 */
77typedef enum unapplymode { 59enum unapplymode
60{
78 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 */
79 unapply_never=1, /* will not unapply objects automatically */ 62 unapply_never = 1, /* will not unapply objects automatically */
80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 63 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
81 /* no choice - if there are multiple ojbect of the same type */ 64 /* no choice - if there are multiple ojbect of the same type */
82 /* 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 */
83 /* to control which of these will be unapplied. */ 66 /* to control which of these will be unapplied. */
84} unapplymode; 67};
85 68
86/* not really the player, but tied pretty closely */ 69/* not really the player, but tied pretty closely */
87typedef struct party_struct { 70INTERFACE_CLASS (partylist)
71struct partylist
72{
88 char * partyleader; 73 char *ACC (RW, partyleader);
89 char passwd[9]; 74 char ACC (RW, passwd)[9];
90 struct party_struct *next; 75 partylist *ACC (RW, next);
91 char *partyname; 76 char *ACC (RW, partyname);
92 77
93#ifdef PARTY_KILL_LOG
94 struct party_kill { 78 struct party_kill
95 char killer[MAX_NAME+1],dead[MAX_NAME+1];
96 sint64 exp;
97 } party_kills[PARTY_KILL_LOG];
98#endif
99 sint64 total_exp;
100 uint32 kills;
101} partylist;
102
103// memsettable part of player
104struct player_pod
105{
106 object *ob; /* The object representing the player */
107 mapstruct *loading; /* When entering a map in progress of loading, not really used */
108 rangetype shoottype; /* Which range-attack is being used by player */
109 bowtype_t bowtype; /* which firemode? */
110 petmode_t petmode; /* which petmode? */
111 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 */
113 /* With the range names */
114 uint32 golem_count; /* To track the golem */
115 usekeytype usekeys; /* Method for finding keys for doors */
116 unapplymode unapply; /* Method for auto unapply */
117 uint32 count; /* Any numbers typed before a command */
118 uint32 mode; /* Mode of player for pickup. */
119
120 sint8 digestion; /* Any bonuses/penalties to digestion */
121 sint8 gen_hp; /* Bonuses to regeneration speed of hp */
122 sint8 gen_sp; /* Bonuses to regeneration speed of sp */
123 sint8 gen_sp_armour; /* Penalty to sp regen from armour */
124 sint8 gen_grace; /* Bonuses to regeneration speed of grace */
125 sint16 item_power; /* Total item power of objects equipped */
126 uint8 state; /* Input state of the player (name, password, etc */
127 uint8 listening; /* Which priority will be used in info_all */
128 sint8 last_level; /* Last level we sent to client */
129
130 /* Try to put all the bitfields together - saves some small amount of memory */
131 uint32 braced:1; /* Will not move if braced, only attack */
132 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 */
134 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 */
136 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. */
138 uint32 peaceful:1; /* If set, won't attack friendly creatures */
139 uint32 hidden:1; /* If True, player (DM) is hidden from view */
140 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 */
142
143 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
144 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
145
146 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
147 float last_weapon_sp; /* if diff than weapon_sp, update client */
148 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 */
150 sint32 last_weight_limit; /* Last weight limit transmitted to client */
151 uint32 last_path_attuned; /* Last spell attunment sent to client */
152 uint32 last_path_repelled; /* Last spell repelled sent to client */
153 uint32 last_path_denied; /* Last spell denied sent to client */
154 living orig_stats; /* Permanent real stats of player */
155 living last_stats; /* Last stats as sent to client */
156 float last_speed; /* Last speed as sent to client */
157 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
158 int Swap_First; /* First stat player has selected to swap */
159 object *last_used; /* Pointer to object last picked or applied */
160 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 */
162 /* the player can see. For maps smaller than */
163 /* MAP_CLIENT_.., the upper left is used */
164
165 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
166 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
167 char maplevel[MAX_BUF]; /* On which level is the player? */
168 char spellparam[MAX_BUF]; /* What param to add to spells */
169
170 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
171 /* Note that for dragon players, this is filled in for them */
172 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
173
174 sint8 levhp[11]; /* What the player gained on that level */
175 sint8 levsp[11]; /* Same for sp */
176 sint8 levgrace[11]; /* And same for grace */
177
178 char killer[BIG_NAME]; /* Who killed this player. */
179
180 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
181 char input_buf[MAX_BUF]; /* Holds command to run */
182 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
183
184#ifdef SAVE_INTERVAL
185 time_t last_save_time;
186#endif /* SAVE_INTERVAL */
187#ifdef AUTOSAVE
188 uint32 last_save_tick;
189#endif
190 partylist *party; /* Party this player is part of */
191 partylist *party_to_join; /* used when player wants to join a party */
192 /* but we will have to get password first */
193 /* so we have to remember which party to */
194 /* join */
195 char search_str[MAX_BUF]; /* Item we are looking for */
196 sint16 encumbrance; /* How much our player is encumbered */
197 uint16 outputs_sync; /* How often to print, no matter what */
198 uint16 outputs_count; /* Print if this count is exceeded */
199 object *mark; /* marked object */
200 uint32 mark_count; /* count of mark object */
201 /* Special DM fields */
202 tag_t* stack_items; /* Item stack for patch/dump/... commands */
203 int stack_position; /* Current stack position, 0 for no item */
204};
205
206typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
207{
208 struct pl *next; /* Pointer to next player, NULL if this is last */
209 NewSocket socket; /* Socket information for this player */
210 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
211 shstr invis_race; /* What race invisible to? */
212
213 void clear ()
214 { 79 {
215 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod)); 80 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
216 attachable_clear (); 81 sint64 exp;
217 invis_race = 0; 82 } party_kills[PARTY_KILL_LOG];
218 83
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 84 sint64 ACC (RW, total_exp);
220 outputs[i].buf = 0; 85 uint32 ACC (RW, kills);
221 } 86};
87
88// used for pet monster logic etc.
89static bool
90same_party (partylist *a, partylist *b)
91{
92 return a == b && a;
93}
94
95INTERFACE_CLASS (player)
96struct player : zero_initialised, attachable
97{
98 client *ACC (RO, ns); /* Socket information for this player */
99 object *ACC (RW, ob); /* The object representing the player */
100 int ACC (RO, active);
101
102 bowtype_t ACC (RW, bowtype); /* which firemode? */
103 petmode_t ACC (RW, petmode); /* which petmode? */
104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
105 unapplymode ACC (RW, unapply); /* Method for auto unapply */
106 uint32 ACC (RW, count); /* Any numbers typed before a command */
107 uint32 ACC (RW, mode); /* Mode of player for pickup. */
108
109 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
110 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
111 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
112 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
113 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
114 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
115 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
116
117 /* 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 */
119 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 */
121 bool ACC (RW, fire_on); /* Player should fire object, not move */
122 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
125
126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
130 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
131
132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
133 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
134 object_ptr ACC (RW, golem); // the currently controlled golem
135 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
136
137 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
138 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
139 shstr ACC (RW, maplevel); /* On which level is the player? */
140 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
141
142 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
143 /* Note that for dragon players, this is filled in for them */
144 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
145
146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
147 sint8 ACC (RW, levsp[11]); /* Same for sp */
148 sint8 ACC (RW, levgrace[11]); /* And same for grace */
149
150 char ACC (RW, killer)[64]; /* Who killed this player. */
151
152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
153 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
154
155 partylist *ACC (RW, party); /* Party this player is part of */
156 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
157 /* but we will have to get password first */
158 /* so we have to remember which party to */
159 /* join */
160 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
161 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
162 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
163 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
164 object_ptr ACC (RW, mark); /* marked object */
165 /* Special DM fields */
166 tag_t *stack_items; /* Item stack for patch/dump/... commands */
167 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
168 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
169 /* the player can see. For maps smaller than */
170 /* MAP_CLIENT_.., the upper left is used */
171
172 shstr ACC (RW, invis_race); /* What race invisible to? */
173
174 MTH static player *create ();
175
176 static player *load_pl (object_thawer &thawer);
177 MTH static player *load_pl (const char *path);
178
179 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path);
181
182 void do_destroy ();
183 void gather_callbacks (AV *&callbacks, event_type event) const;
184
185 // wether the player can "see" this mapspace or not, decided by los
186 // 0 - nothing see, 100 - fully visible
187 MTH sint8 visibility_at (maptile *map, int x, int y) const;
188
189 MTH void connect (client *ns);
190 MTH void disconnect ();
191
192 MTH void activate ();
193 MTH void deactivate ();
194
195 MTH void chargen_race_done ();
196 MTH void chargen_race_next ();
197
198 MTH void set_observe (object *ob);
199
200 ~player ();
201
202private:
203 void set_object (object *op);
222} player; 204 player ();
205};
223 206
207typedef object_vector<player, &player::active> playervec;
224 208
209extern playervec players;
210
211#define for_all_players(var) \
212 for (unsigned _i = 0; _i < players.size (); ++_i) \
213 declvar (player *, var, players [_i])
214

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