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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 1.47 by pippijn, Thu Mar 1 12:28:16 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 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, 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{
28 shstr buf; /* Actual string pointer */ 28 shstr buf; /* Actual string pointer */
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 // wether the player can "see" this mapspace or not, decided by los
203 // 0 - nothing see, 100 - fully visible
204 MTH sint8 visibility_at (maptile *map, int x, int y) const;
205
206 MTH void connect (client *ns);
207 MTH void disconnect ();
208
209 MTH void activate ();
210 MTH void deactivate ();
211
212 // enters the initial map, after login or creation
213 MTH void enter_map ();
214
215 ~player ();
216
217private:
218 void set_object (object *op);
219 player ();
220};
221
222typedef object_vector<player, &player::active> playervec;
223
224extern playervec players;
225
226#define for_all_players(var) \
227 for (unsigned _i = 0; _i < players.size (); ++_i) \
228 declvar (player *, var, players [_i])
229

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