ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/player.h
(Generate patch)

Comparing deliantra/server/include/player.h (file contents):
Revision 1.16 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.71 by root, Sat Aug 25 22:19:26 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/
24
25#define NUM_OUTPUT_BUFS 5
26struct Output_Buf
27{
28 shstr buf; /* Actual string pointer */
29 uint32 first_update; /* First time this message was stored */
30 uint16 count; /* How many times we got this message */
31};
32
33/* wand/rod/horn rolled into range_misc. They all use the same body location
34 * anyways.
35 */ 22 */
36enum rangetype
37{
38 range_bottom = -1,
39 range_none = 0,
40 range_bow = 1,
41 range_magic = 2,
42 range_misc = 3,
43 range_golem = 4,
44 range_skill = 5,
45 range_builder = 6,
46 range_size = 7
47};
48 23
49enum bowtype_t 24enum bowtype_t
50{ 25{
51 bow_normal = 0, 26 bow_normal = 0,
52 bow_threewide = 1, 27 bow_threewide = 1,
53 bow_spreadshot = 2, 28 bow_spreadshot = 2,
54 bow_n = 3, /* must stay at 3 */ 29 bow_n = 3, /* must stay at 3 */
55 bow_ne = 4, 30 bow_ne = 4,
56 bow_e = 5, 31 bow_e = 5,
57 bow_se = 6, 32 bow_se = 6,
58 bow_s = 7, 33 bow_s = 7,
59 bow_sw = 8, 34 bow_sw = 8,
60 bow_w = 9, 35 bow_w = 9,
61 bow_nw = 10, /* must stay at 10 */ 36 bow_nw = 10, /* must stay at 10 */
62 bow_bestarrow = 11 37 bow_bestarrow = 11
63}; 38};
64 39
65enum petmode_t 40enum petmode_t
66{ 41{
67 pet_normal = 0, 42 pet_normal = 0,
68 pet_sad = 1, 43 pet_sad = 1,
69 pet_defend = 2, 44 pet_defend = 2,
70 pet_arena = 3 45 pet_arena = 3,
71}; 46};
72 47
73enum usekeytype 48enum usekeytype
74{ 49{
75 key_inventory = 0, 50 key_inventory = 0,
76 keyrings = 1, 51 keyrings = 1,
77 containers = 2 52 containers = 2,
78}; 53};
79 54
80/* This is used to control what to do when we need to unapply 55/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 56 * an object before we can apply another one.
82 */ 57 */
89 /* that need to be unapplied, there is no way for the player */ 64 /* that need to be unapplied, there is no way for the player */
90 /* to control which of these will be unapplied. */ 65 /* to control which of these will be unapplied. */
91}; 66};
92 67
93/* not really the player, but tied pretty closely */ 68/* not really the player, but tied pretty closely */
69INTERFACE_CLASS (partylist)
94struct partylist 70struct partylist
95{ 71{
96 char *partyleader; 72 char *ACC (RW, partyleader);
97 char passwd[9]; 73 char ACC (RW, passwd)[9];
98 partylist *next; 74 partylist *ACC (RW, next);
99 char *partyname; 75 char *ACC (RW, partyname);
100 76
101#ifdef PARTY_KILL_LOG
102 struct party_kill 77 struct party_kill
103 { 78 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp; 80 sint64 exp;
106 } party_kills[PARTY_KILL_LOG]; 81 } party_kills[PARTY_KILL_LOG];
107#endif 82
108 sint64 total_exp; 83 sint64 ACC (RW, total_exp);
109 uint32 kills; 84 uint32 ACC (RW, kills);
110}; 85};
111 86
112// memsettable part of player 87// used for pet monster logic etc.
113struct player_pod 88static bool
89same_party (partylist *a, partylist *b)
114{ 90{
91 return a == b && a;
92}
93
94INTERFACE_CLASS (player)
95struct player : zero_initialised, attachable
96{
97 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
115 object *ob; /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
116 maptile *loading; /* When entering a map in progress of loading, not really used */ 99 object_vector_index ACC (RO, active);
117 rangetype shoottype; /* Which range-attack is being used by player */ 100
118 bowtype_t bowtype; /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
120 object *ranges[range_size]; /* object for each range. Set up in fix player. Note */
121 /* That not all are used, it is just nice to map this 1:1 */
122 /* With the range names */
123 uint32 golem_count; /* To track the golem */
124 usekeytype usekeys; /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
126 uint32 count; /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 mode; /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 107
129 sint8 digestion; /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
133 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 item_power; /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
135 uint8 state; /* Input state of the player (name, password, etc */
136 uint8 listening; /* Which priority will be used in info_all */ 114 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 last_level; /* Last level we sent to client */ 115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
138 116
139 /* Try to put all the bitfields together - saves some small amount of memory */ 117 /* Try to put all the bitfields together - saves some small amount of memory */
140 uint32 braced:1; /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
142 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 120 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
143 uint32 fire_on:1; /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
144 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 122 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
145 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. */
147 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
148 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
149 uint32 explore:1; /* if True, player is in explore mode */
150 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
151 125
152 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
153 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
154
155 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */ 126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
156 float last_weapon_sp; /* if diff than weapon_sp, update client */ 127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
157 uint16 last_flags; /* fire/run on flags for last tick */
158 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
159 sint32 last_weight_limit; /* Last weight limit transmitted to client */
160 uint32 last_path_attuned; /* Last spell attunment sent to client */
161 uint32 last_path_repelled; /* Last spell repelled sent to client */
162 uint32 last_path_denied; /* Last spell denied sent to client */
163 living orig_stats; /* Permanent real stats of player */ 128 living ACC (RO, orig_stats); /* Permanent real stats of player */
164 living last_stats; /* Last stats as sent to client */ 129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
165 float last_speed; /* Last speed as sent to client */
166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
167 int Swap_First; /* First stat player has selected to swap */
168 object *last_used; /* Pointer to object last picked or applied */ 130 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
169 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 */
171 /* the player can see. For maps smaller than */
172 /* MAP_CLIENT_.., the upper left is used */
173 131
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
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 137 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
175 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 138 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */ 139 shstr ACC (RW, maplevel); /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */ 140 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
178 141
179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 142 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
180 /* Note that for dragon players, this is filled in for them */ 143 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 144 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
182 145
183 sint8 levhp[11]; /* What the player gained on that level */ 146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */ 147 sint8 ACC (RW, levsp[11]); /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */ 148 sint8 ACC (RW, levgrace[11]); /* And same for grace */
186 149
187 char killer[BIG_NAME]; /* Who killed this player. */ 150 char ACC (RW, killer)[64]; /* Who killed this player. */
188 151
189 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
190 char input_buf[MAX_BUF]; /* Holds command to run */
191 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 153 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
192 154
193#ifdef SAVE_INTERVAL
194 time_t last_save_time;
195#endif /* SAVE_INTERVAL */
196#ifdef AUTOSAVE
197 uint32 last_save_tick;
198#endif
199 partylist *party; /* Party this player is part of */ 155 partylist *ACC (RW, party); /* Party this player is part of */
200 partylist *party_to_join; /* used when player wants to join a party */ 156 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
201 /* but we will have to get password first */ 157 /* but we will have to get password first */
202 /* so we have to remember which party to */ 158 /* so we have to remember which party to */
203 /* join */ 159 /* join */
204 char search_str[MAX_BUF]; /* Item we are looking for */ 160 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
205 sint16 encumbrance; /* How much our player is encumbered */ 161 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
206 uint16 outputs_sync; /* How often to print, no matter what */ 162 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
207 uint16 outputs_count; /* Print if this count is exceeded */ 163 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
208 object *mark; /* marked object */ 164 object_ptr ACC (RW, mark); /* marked object */
209 uint32 mark_count; /* count of mark object */
210 /* Special DM fields */ 165 /* Special DM fields */
211 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 166 tag_t *stack_items; /* Item stack for patch/dump/... commands */
212 int stack_position; /* Current stack position, 0 for no item */ 167 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
213}; 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 */
214 171
215struct player : zero_initialised, attachable<player>, player_pod
216{
217 player *next; /* Pointer to next player, NULL if this is last */
218 NewSocket socket; /* Socket information for this player */
219 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
220 shstr invis_race; /* What race invisible to? */ 172 shstr ACC (RW, invis_race); /* What race invisible to? */
221 173
222 void clear () 174 MTH static player *create ();
223 { 175 static player *find (const char *name);
224 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
225 attachable_clear ();
226 invis_race = 0;
227 176
228 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 177 static player *load_pl (object_thawer &thawer);
229 outputs[i].buf = 0; 178 MTH static player *load_pl (const char *path);
230 }
231};
232 179
180 bool save_pl (object_freezer &freezer);
181 MTH bool save_pl (const char *path);
182
183 void do_destroy ();
184 void gather_callbacks (AV *&callbacks, event_type event) const;
185
186 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
187 {
188 if (ns)
189 ns->play_sound (sound, dx, dy);
190 }
191
192 // wether the player can "see" this mapspace or not, decided by los
193 // 0 - nothing see, 100 - fully visible
194 MTH sint8 visibility_at (maptile *map, int x, int y) const;
195
196 MTH void connect (client *ns);
197 MTH void disconnect ();
198
199 MTH void activate ();
200 MTH void deactivate ();
201
202 MTH void chargen_race_done ();
203 MTH void chargen_race_next ();
204
205 MTH void set_observe (object *ob);
206
207 void send_msg (int color, const char *type, const char *msg)
208 {
209 ns->send_msg (color, type, msg);
210 }
211
212 // a prominent box that can easily be escaped away or so
213 // should be used for informative output such as who, maps etc.
214 // will stay on-screen
215 void infobox (const char *title, const char *msg, int color = NDI_BLACK)
216 {
217 send_msg (NDI_REPLY, LOG_CHANNEL, msg);
218 }
219
220 // a prominent msg that signifies some important event,
221 // an improvement potion effect potion. should not be long.
222 // might time out after a while
223 void statusmsg (const char *msg, int color = NDI_BLACK)
224 {
225 send_msg (NDI_REPLY | color, INFO_CHANNEL, msg);
226 }
227
228 // a prominent box that signifies some error such as a failed
229 // improvement potion. should not be long.
230 void failmsg (const char *msg, int color = NDI_RED)
231 {
232 play_sound (sound_find ("generic_failure"));
233 statusmsg (msg, color);
234 }
235
236 ~player ();
237
238private:
239 void set_object (object *op);
240 player ();
241};
242
243typedef object_vector<player, &player::active> playervec;
244
245extern playervec players;
246
247#define for_all_players(var) \
248 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
249 statementvar (player *, var, ::players [_i])
250
251inline void
252object::statusmsg (const char *msg, int color)
253{
254 if (expect_true (contr)) contr->statusmsg (msg, color);
255}
256
257inline void
258object::failmsg (const char *msg, int color)
259{
260 if (expect_true (contr)) contr->failmsg (msg, color);
261}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines