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Comparing deliantra/server/include/player.h (file contents):
Revision 1.17 by root, Tue Sep 19 22:05:55 2006 UTC vs.
Revision 1.105 by root, Sat Apr 10 04:54:09 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * 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 Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
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 */ 23 */
36enum rangetype 24
37{ 25#ifndef PLAYER_H_
38 range_bottom = -1, 26#define PLAYER_H_
39 range_none = 0, 27
40 range_bow = 1, 28//+GPL
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 29
49enum bowtype_t 30enum bowtype_t
50{ 31{
51 bow_normal = 0, 32 bow_normal = 0,
52 bow_threewide = 1, 33 bow_threewide = 1,
53 bow_spreadshot = 2, 34 bow_spreadshot = 2,
54 bow_n = 3, /* must stay at 3 */ 35 bow_n = 3, /* must stay at 3 */
55 bow_ne = 4, 36 bow_ne = 4,
56 bow_e = 5, 37 bow_e = 5,
57 bow_se = 6, 38 bow_se = 6,
58 bow_s = 7, 39 bow_s = 7,
59 bow_sw = 8, 40 bow_sw = 8,
60 bow_w = 9, 41 bow_w = 9,
61 bow_nw = 10, /* must stay at 10 */ 42 bow_nw = 10, /* must stay at 10 */
62 bow_bestarrow = 11 43 bow_bestarrow = 11
63}; 44};
64 45
65enum petmode_t 46enum petmode_t
66{ 47{
67 pet_normal = 0, 48 pet_normal = 0,
68 pet_sad = 1, 49 pet_sad = 1,
69 pet_defend = 2, 50 pet_defend = 2,
70 pet_arena = 3 51 pet_arena = 3,
71}; 52};
72 53
73enum usekeytype 54enum usekeytype
74{ 55{
75 key_inventory = 0, 56 key_inventory = 0,
76 keyrings = 1, 57 keyrings = 1,
77 containers = 2 58 containers = 2,
78}; 59};
79 60
80/* This is used to control what to do when we need to unapply 61/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 62 * an object before we can apply another one.
82 */ 63 */
89 /* that need to be unapplied, there is no way for the player */ 70 /* that need to be unapplied, there is no way for the player */
90 /* to control which of these will be unapplied. */ 71 /* to control which of these will be unapplied. */
91}; 72};
92 73
93/* not really the player, but tied pretty closely */ 74/* not really the player, but tied pretty closely */
75INTERFACE_CLASS (partylist)
94struct partylist 76struct partylist
95{ 77{
96 char *partyleader; 78 utf8_string ACC (RW, partyleader);
97 char passwd[9]; 79 char ACC (RW, passwd)[9];
98 partylist *next; 80 partylist *ACC (RW, next);
99 char *partyname; 81 utf8_string ACC (RW, partyname);
100 82
101#ifdef PARTY_KILL_LOG
102 struct party_kill 83 struct party_kill
103 { 84 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 85 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp; 86 sint64 exp;
106 } party_kills[PARTY_KILL_LOG]; 87 } party_kills[PARTY_KILL_LOG];
107#endif 88
108 sint64 total_exp; 89 sint64 ACC (RW, total_exp);
109 uint32 kills; 90 uint32 ACC (RW, kills);
110}; 91};
111 92
112// memsettable part of player 93// used for pet monster logic etc.
113struct player_pod 94static inline bool
95same_party (partylist *a, partylist *b)
114{ 96{
97 return a == b && a;
98}
99
100INTERFACE_CLASS (player)
101struct player : zero_initialised, attachable
102{
103 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
115 object_ptr ob; /* The object representing the player */ 104 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 */ 105 object_vector_index ACC (RO, active);
117 rangetype shoottype; /* Which range-attack is being used by player */ 106
118 bowtype_t bowtype; /* which firemode? */ 107 bowtype_t ACC (RW, bowtype); /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 108 petmode_t ACC (RW, petmode); /* which petmode? */
120 object_ptr 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 */ 109 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 110 unapplymode ACC (RW, unapply); /* Method for auto unapply */
126 uint32 count; /* Any numbers typed before a command */ 111 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 mode; /* Mode of player for pickup. */ 112 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 113
129 sint8 digestion; /* Any bonuses/penalties to digestion */ 114 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 115 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 116 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 117 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
133 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 118 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 item_power; /* Total item power of objects equipped */ 119 int ACC (RW, item_power); /* Total item power of objects equipped */
135 uint8 state; /* Input state of the player (name, password, etc */ 120 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
136 uint8 listening; /* Which priority will be used in info_all */ 121 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
137 sint8 last_level; /* Last level we sent to client */
138 122
139 /* Try to put all the bitfields together - saves some small amount of memory */ 123 /* Try to put all the bitfields together - saves some small amount of memory */
140 uint32 braced:1; /* Will not move if braced, only attack */ 124 bool ACC (RW, braced); /* Will not move if braced, only attack */
141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 125 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 */ 126 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 */ 127 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 */ 128 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 */ 129 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
148 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 130 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
149 uint32 explore:1; /* if True, player is in explore mode */ 131 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
150 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
151 132
133 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
134 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
135 living ACC (RO, orig_stats); /* Permanent real stats of player */
152 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 136 object_ptr 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 */
156 float last_weapon_sp; /* if diff than weapon_sp, update client */
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 */
164 living last_stats; /* Last stats as sent to client */
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_ptr last_used; /* Pointer to object last picked or applied */ 137 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 */
173 138
139 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
140 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
141 object_ptr ACC (RW, golem); // the currently controlled golem
142 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
143 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
144
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 145 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 */ 146 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */ 147 shstr ACC (RW, maplevel); /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */ 148 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
178 149
179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 150 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 */ 151 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 152 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
182 153
183 sint8 levhp[11]; /* What the player gained on that level */ 154 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */ 155 sint8 ACC (RW, levsp[11]); /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */ 156 sint8 ACC (RW, levgrace[11]); /* And same for grace */
186 157
187 char killer[BIG_NAME]; /* Who killed this player. */ 158 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
188 159
160 float speed_left_save; // spee doptimisation, see process_players[12]
189 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 161 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 */ 162 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
192 163
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 */ 164 partylist *ACC (RW, party); /* Party this player is part of */
200 partylist *party_to_join; /* used when player wants to join a party */ 165 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
201 /* but we will have to get password first */ 166 /* but we will have to get password first */
202 /* so we have to remember which party to */ 167 /* so we have to remember which party to */
203 /* join */ 168 /* join */
204 char search_str[MAX_BUF]; /* Item we are looking for */ 169 char ACC (RW, search_str)[256]; /* Item we are looking for */
205 sint16 encumbrance; /* How much our player is encumbered */ 170 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
206 uint16 outputs_sync; /* How often to print, no matter what */ 171 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
207 uint16 outputs_count; /* Print if this count is exceeded */ 172 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
208 object_ptr mark; /* marked object */ 173 object_ptr ACC (RW, mark); /* marked object */
209 uint32 mark_count; /* count of mark object */
210 /* Special DM fields */ 174 /* Special DM fields */
211 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 175 tag_t *stack_items; /* Item stack for patch/dump/... commands */
212 int stack_position; /* Current stack position, 0 for no item */ 176 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
213}; 177 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
178 /* the player can see. For maps smaller than */
179 /* MAP_CLIENT_.., the center is used */
214 180
215struct player : zero_initialised, attachable<player>, player_pod 181//-GPL
216{ 182
217 player *next; /* Pointer to next player, NULL if this is last */ 183 // stats updates are very costly, so delay them if at all possible
218 NewSocket socket; /* Socket information for this player */ 184 bool ACC (RW, delayed_update);
219 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 185 void queue_stats_update ()
186 {
187 delayed_update = true;
188 }
189 void need_updated_stats ()
190 {
191 if (delayed_update)
192 ob->update_stats ();
193 }
194
195#if 0
196 enum {
197 SA_SPELLS = 1<<0,
198 SA_EXP = 1<<1,
199 };
200
201 uint8 ACxC (RW, stat_update_flags);
202
203 void need_stat_update (int flags)
204 {
205 stat_update_flags |= flags;
206 }
207#endif
208
209 // return the los value for the given coordinate
210 MTH sint8 blocked_los (int dx, int dy) const
211 {
212 dx += LOS_X0;
213 dy += LOS_Y0;
214
215 return 0 <= dx && dx < MAP_CLIENT_X
216 && 0 <= dy && dy < MAP_CLIENT_Y
217 ? los[dx][dy] : LOS_BLOCKED;
218 }
219
220 // unchecked variant
221 sint8 blocked_los_uc (int dx, int dy) const
222 {
223 return los[dx + LOS_X0][dy + LOS_Y0];
224 }
225
226 MTH void clear_los (sint8 value = LOS_BLOCKED);
227 MTH void update_los ();
228
220 shstr invis_race; /* What race invisible to? */ 229 shstr ACC (RW, invis_race); /* What race invisible to? */
221 230
222 void clear () 231 MTH const_utf8_string killer_name () const; // makes a string out of ->killer
223 {
224 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
225 attachable_clear ();
226 invis_race = 0;
227 232
228 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 233 MTH static player *create ();
229 outputs[i].buf = 0; 234 static player *find (const_utf8_string name);
230 }
231};
232 235
236 static player *load_pl (object_thawer &thawer);
237 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
238
239 MTH void link_skills ();
240 MTH object *find_skill (shstr_cmp name) const;
241
242 bool save_pl (object_freezer &freezer);
243 MTH bool save_pl (const_octet_string path);
244
245 void do_destroy ();
246 void gather_callbacks (AV *&callbacks, event_type event) const;
247
248 MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
249
250 MTH void touch () { dirty = true; } // need to touch when logged out and changed
251
252 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
253 {
254 if (ns)
255 ns->play_sound (sound, dx, dy);
256 }
257
258 // wether the player can "see" this mapspace or not, decided by los
259 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
260 MTH sint8 darkness_at (maptile *map, int x, int y) const;
261
262 MTH void connect (client *ns);
263 MTH void disconnect ();
264
265 MTH void activate ();
266 MTH void deactivate ();
267
268 MTH void chargen_race_done ();
269 MTH void chargen_race_next ();
270
271 MTH void set_observe (object_ornull *ob);
272 MTH void set_viewpoint (object_ornull *ob);
273
274 void send_msg (int color, const_utf8_string type, const_utf8_string msg)
275 {
276 ns->send_msg (color, type, msg);
277 }
278
279 // a prominent box that can easily be escaped away or so
280 // should be used for informative output such as who, maps etc.
281 // will stay on-screen
282 MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
283
284 // a prominent msg that signifies some important event,
285 // an improvement potion effect potion. should not be long.
286 // might time out after a while
287 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
288
289 // a prominent box that signifies some error such as a failed
290 // improvement potion. should not be long.
291 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
292 MTH void failmsgf (const_utf8_string format, ...); // always NDI_RED
293
294 MTH void update_spells () const
295 {
296 if (ns)
297 ns->update_spells = true;
298 }
299
300 ~player ();
301
302private:
303 void set_object (object *op);
304 player ();
305};
306
307typedef object_vector<player, &player::active> playervec;
308
309extern playervec players;
310
311#define for_all_players(var) \
312 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
313 statementvar (player *, var, ::players [_i])
314
315#define for_all_players_on_map(var,mapp) \
316 for_all_players(var) \
317 if ((var)->ob->map == (mapp))
318
319inline void
320object::statusmsg (const_utf8_string msg, int color)
321{
322 if (expect_true (contr)) contr->statusmsg (msg, color);
323}
324
325inline void
326object::failmsg (const_utf8_string msg, int color)
327{
328 if (expect_true (contr)) contr->failmsg (msg, color);
329}
330
331#endif
332

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