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/cvs/deliantra/server/include/player.h
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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 1.44 by root, Mon Jan 8 18:18:35 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
7 7
8 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
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
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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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 at crossfire@schmorp.de
23*/ 23*/
24 24
25#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
26struct Output_Buf 26struct Output_Buf
27{ 27{
89 /* 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 */
90 /* to control which of these will be unapplied. */ 90 /* to control which of these will be unapplied. */
91}; 91};
92 92
93/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
94INTERFACE_CLASS (partylist)
94struct partylist 95struct partylist
95{ 96{
96 char *partyleader; 97 char *ACC (RW, partyleader);
97 char passwd[9]; 98 char ACC (RW, passwd)[9];
98 partylist *next; 99 partylist *ACC (RW, next);
99 char *partyname; 100 char *ACC (RW, partyname);
100 101
101#ifdef PARTY_KILL_LOG
102 struct party_kill 102 struct party_kill
103 { 103 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp; 105 sint64 exp;
106 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
107#endif 107
108 sint64 total_exp; 108 sint64 ACC (RW, total_exp);
109 uint32 kills; 109 uint32 ACC (RW, kills);
110}; 110};
111 111
112// memsettable part of player 112INTERFACE_CLASS (player)
113struct player_pod 113struct player : zero_initialised, attachable
114{ 114{
115 client *ACC (RO, ns); /* Socket information for this player */
115 object_ptr ob; /* The object representing the player */ 116 object *ACC (RW, ob); /* The object representing the player */
116 maptile *loading; /* When entering a map in progress of loading, not really used */ 117 int ACC (RO, active);
118
117 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
118 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 121 petmode_t ACC (RW, petmode); /* which petmode? */
120 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ 122 object_ptr ACC (RW, 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 */ 123 /* That not all are used, it is just nice to map this 1:1 */
122 /* With the range names */ 124 /* With the range names */
123 uint32 golem_count; /* To track the golem */
124 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
126 uint32 count; /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 mode; /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 129
129 sint8 digestion; /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
133 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 item_power; /* Total item power of objects equipped */ 135 sint16 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 */ 136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 last_level; /* Last level we sent to client */
138 137
139 /* Try to put all the bitfields together - saves some small amount of memory */ 138 /* Try to put all the bitfields together - saves some small amount of memory */
140 uint32 braced:1; /* Will not move if braced, only attack */ 139 bool ACC (RW, braced); /* Will not move if braced, only attack */
141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 140 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 */ 141 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 */ 142 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 */ 143 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 */ 144 bool ACC (RW, has_hit); /* 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 */ 145 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
148 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 146 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 */
151 147
148 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
149 living ACC (RO, orig_stats); /* Permanent real stats of player */
152 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 150 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 */ 151 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 */
173 152
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 153 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 */ 154 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */ 155 shstr ACC (RW, maplevel); /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */ 156 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
178 157
179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 158 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 */ 159 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 160 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
182 161
183 sint8 levhp[11]; /* What the player gained on that level */ 162 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */ 163 sint8 ACC (RW, levsp[11]); /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */ 164 sint8 ACC (RW, levgrace[11]); /* And same for grace */
186 165
187 char killer[BIG_NAME]; /* Who killed this player. */ 166 char ACC (RW, killer)[64]; /* Who killed this player. */
188 167
189 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 168 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 */ 169 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
192 170
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 */ 171 partylist *ACC (RW, party); /* Party this player is part of */
200 partylist *party_to_join; /* used when player wants to join a party */ 172 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
201 /* but we will have to get password first */ 173 /* but we will have to get password first */
202 /* so we have to remember which party to */ 174 /* so we have to remember which party to */
203 /* join */ 175 /* join */
204 char search_str[MAX_BUF]; /* Item we are looking for */ 176 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
205 sint16 encumbrance; /* How much our player is encumbered */ 177 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
206 uint16 outputs_sync; /* How often to print, no matter what */ 178 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
207 uint16 outputs_count; /* Print if this count is exceeded */ 179 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
208 object_ptr mark; /* marked object */ 180 object_ptr ACC (RW, mark); /* marked object */
209 uint32 mark_count; /* count of mark object */
210 /* Special DM fields */ 181 /* Special DM fields */
211 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 182 tag_t *stack_items; /* Item stack for patch/dump/... commands */
212 int stack_position; /* Current stack position, 0 for no item */ 183 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
213}; 184 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
185 /* the player can see. For maps smaller than */
186 /* MAP_CLIENT_.., the upper left is used */
214 187
215struct player : zero_initialised, attachable<player>, player_pod 188 shstr ACC (RW, invis_race); /* What race invisible to? */
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 */ 189 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
220 shstr invis_race; /* What race invisible to? */
221 190
222 void clear () 191 MTH static player *create ();
223 {
224 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
225 attachable_clear ();
226 invis_race = 0;
227 192
228 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 193 static player *load_pl (object_thawer &thawer);
229 outputs[i].buf = 0; 194 MTH static player *load_pl (const char *path);
230 }
231};
232 195
196 bool save_pl (object_freezer &freezer);
197 MTH bool save_pl (const char *path);
198
199 void do_destroy ();
200 void gather_callbacks (AV *&callbacks, event_type event) const;
201
202 MTH void connect (client *ns);
203 MTH void disconnect ();
204
205 MTH void activate ();
206 MTH void deactivate ();
207
208 // enters the initial map, after login or creation
209 MTH void enter_map ();
210
211 ~player ();
212
213private:
214 void set_object (object *op);
215 player ();
216};
217
218typedef object_vector<player, &player::active> playervec;
219
220extern playervec players;
221
222#define for_all_players(var) \
223 for (int _i = 0; _i < players.size (); ++_i) \
224 declvar (player *, var, players [_i])
225

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