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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.10 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.20 by root, Sat Dec 9 16:11:09 2006 UTC

1/*
2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.10 2006/08/29 08:01:36 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
25 21
26 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-devel@real-time.com
27*/ 23*/
28 24
29#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
30typedef struct { 26struct Output_Buf
31 const char *buf; /* Actual string pointer */ 27{
28 shstr buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */ 29 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */ 30 uint16 count; /* How many times we got this message */
34} Output_Buf; 31};
35
36 32
37/* wand/rod/horn rolled into range_misc. They all use the same body location 33/* wand/rod/horn rolled into range_misc. They all use the same body location
38 * anyways. 34 * anyways.
39 */ 35 */
40enum rangetype { 36enum rangetype
37{
41 range_bottom = -1, 38 range_bottom = -1,
42 range_none = 0, 39 range_none = 0,
43 range_bow = 1, 40 range_bow = 1,
44 range_magic = 2, 41 range_magic = 2,
45 range_misc = 3, 42 range_misc = 3,
46 range_golem = 4, 43 range_golem = 4,
47 range_skill = 5, 44 range_skill = 5,
48 range_builder = 6, 45 range_builder = 6,
49 range_size = 7 46 range_size = 7
50}; 47};
51 48
52enum bowtype_t { 49enum bowtype_t
50{
53 bow_normal = 0, 51 bow_normal = 0,
54 bow_threewide = 1, 52 bow_threewide = 1,
55 bow_spreadshot = 2, 53 bow_spreadshot = 2,
56 bow_n = 3, /* must stay at 3 */ 54 bow_n = 3, /* must stay at 3 */
57 bow_ne = 4, 55 bow_ne = 4,
58 bow_e = 5, 56 bow_e = 5,
59 bow_se = 6, 57 bow_se = 6,
60 bow_s = 7, 58 bow_s = 7,
61 bow_sw = 8, 59 bow_sw = 8,
62 bow_w = 9, 60 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */ 61 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11 62 bow_bestarrow = 11
65}; 63};
66 64
67typedef enum _petmode { 65enum petmode_t
66{
68 pet_normal = 0, 67 pet_normal = 0,
69 pet_sad = 1, 68 pet_sad = 1,
70 pet_defend = 2, 69 pet_defend = 2,
71 pet_arena = 3 70 pet_arena = 3
72} petmode_t; 71};
73 72
74typedef enum usekeytype { 73enum usekeytype
74{
75 key_inventory=0, 75 key_inventory = 0,
76 keyrings=1, 76 keyrings = 1,
77 containers=2 77 containers = 2
78} usekeytype; 78};
79 79
80/* This is used to control what to do when we need to unapply 80/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 81 * an object before we can apply another one.
82 */ 82 */
83typedef enum unapplymode { 83enum unapplymode
84{
84 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 85 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
85 unapply_never=1, /* will not unapply objects automatically */ 86 unapply_never = 1, /* will not unapply objects automatically */
86 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 87 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */ 88 /* no choice - if there are multiple ojbect of the same type */
88 /* 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 */
89 /* to control which of these will be unapplied. */ 90 /* to control which of these will be unapplied. */
90} unapplymode; 91};
91 92
92/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
93typedef struct party_struct { 94struct partylist
95{
94 char * partyleader; 96 char *partyleader;
95 char passwd[9]; 97 char passwd[9];
96 struct party_struct *next; 98 partylist *next;
97 char *partyname; 99 char *partyname;
98 100
99#ifdef PARTY_KILL_LOG 101#ifdef PARTY_KILL_LOG
100 struct party_kill { 102 struct party_kill
103 {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
102 sint64 exp; 105 sint64 exp;
103 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
104#endif 107#endif
105 sint64 total_exp; 108 sint64 total_exp;
106 uint32 kills; 109 uint32 kills;
107} partylist; 110};
111
112ACC_CLASS (player)
108 113
109// memsettable part of player 114// memsettable part of player
110struct player_memset 115struct player_pod
111{ 116{
112 object *ob; /* The object representing the player */ 117 object_ptr ACC (RW, ob); /* The object representing the player */
113 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 118 maptile *loading; /* When entering a map in progress of loading, not really used */
114 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype shoottype; /* Which range-attack is being used by player */
115 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t bowtype; /* which firemode? */
116 petmode_t petmode; /* which petmode? */ 121 petmode_t petmode; /* which petmode? */
117 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
118 /* 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 */
119 /* With the range names */ 124 /* With the range names */
120 uint32 golem_count; /* To track the golem */
121 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype usekeys; /* Method for finding keys for doors */
122 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode unapply; /* Method for auto unapply */
123 uint32 count; /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
124 uint32 mode; /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
125 129
126 sint8 digestion; /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
127 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
128 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
129 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
130 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
131 sint16 item_power; /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
132 uint8 state; /* Input state of the player (name, password, etc */ 136 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
133 uint8 listening; /* Which priority will be used in info_all */ 137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
134 sint8 last_level; /* Last level we sent to client */ 138 sint8 ACC (RW, last_level); /* Last level we sent to client */
135 139
136 /* Try to put all the bitfields together - saves some small amount of memory */ 140 /* Try to put all the bitfields together - saves some small amount of memory */
137 uint32 braced:1; /* Will not move if braced, only attack */ 141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
138 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
139 const char *invis_race; /* What race invisible to? */
140 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 143 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
141 uint32 fire_on:1; /* Player should fire object, not move */ 144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
142 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
143 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
144 uint32 name_changed:1; /* If true, the player has set a name. */ 147 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
145 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 148 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
146 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 149 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
147 uint32 explore:1; /* if True, player is in explore mode */ 150 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
148 uint32 no_shout:1; /* if True, player is *not* able to use shout command */ 151 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
149 152
150 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 153 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 154 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152 155
153 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ 156 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
154 float last_weapon_sp; /* if diff than weapon_sp, update client */ 157 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
155 uint16 last_flags; /* fire/run on flags for last tick */ 158 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
156 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ 159 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
157 sint32 last_weight_limit; /* Last weight limit transmitted to client */ 160 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
158 uint32 last_path_attuned; /* Last spell attunment sent to client */ 161 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
159 uint32 last_path_repelled; /* Last spell repelled sent to client */ 162 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
160 uint32 last_path_denied; /* Last spell denied sent to client */ 163 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
161 living orig_stats; /* Permanent real stats of player */ 164 living ACC (RO, orig_stats); /* Permanent real stats of player */
162 living last_stats; /* Last stats as sent to client */ 165 living ACC (RO, last_stats); /* Last stats as sent to client */
163 float last_speed; /* Last speed as sent to client */ 166 float ACC (RW, last_speed); /* Last speed as sent to client */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
165 int Swap_First; /* First stat player has selected to swap */ 168 int Swap_First; /* First stat player has selected to swap */
166 object *last_used; /* Pointer to object last picked or applied */ 169 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
167 uint32 last_used_id; /* Safety measures to be sure it's the same */ 170 uint32 last_used_id; /* Safety measures to be sure it's the same */
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 */
171 171
172 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 172 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
173 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 173 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
174 char maplevel[MAX_BUF]; /* On which level is the player? */ 174 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
175 char spellparam[MAX_BUF]; /* What param to add to spells */ 175 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
176 176
177 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 177 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
178 /* Note that for dragon players, this is filled in for them */ 178 /* Note that for dragon players, this is filled in for them */
179 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 179 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
180 180
181 sint8 levhp[11]; /* What the player gained on that level */ 181 sint8 levhp[11]; /* What the player gained on that level */
182 sint8 levsp[11]; /* Same for sp */ 182 sint8 levsp[11]; /* Same for sp */
183 sint8 levgrace[11]; /* And same for grace */ 183 sint8 levgrace[11]; /* And same for grace */
184 184
185 char killer[BIG_NAME]; /* Who killed this player. */ 185 char ACC (RW, killer)[64]; /* Who killed this player. */
186 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
187 186
188 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 187 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
189 char input_buf[MAX_BUF]; /* Holds command to run */ 188 char input_buf[MAX_BUF]; /* Holds command to run */
190 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 189 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
191 190
192#ifdef SAVE_INTERVAL
193 time_t last_save_time; 191 time_t ACC (RW, last_save_time);
194#endif /* SAVE_INTERVAL */
195#ifdef AUTOSAVE
196 uint32 last_save_tick; 192 uint32 ACC (RW, last_save_tick);
197#endif
198 partylist *party; /* Party this player is part of */ 193 partylist *ACC (RW, party); /* Party this player is part of */
199 partylist *party_to_join; /* used when player wants to join a party */ 194 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
200 /* but we will have to get password first */ 195 /* but we will have to get password first */
201 /* so we have to remember which party to */ 196 /* so we have to remember which party to */
202 /* join */ 197 /* join */
203 char search_str[MAX_BUF]; /* Item we are looking for */ 198 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
204 sint16 encumbrance; /* How much our player is encumbered */ 199 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
200 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
201 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
202 object_ptr ACC (RW, mark); /* marked object */
203 /* Special DM fields */
204 tag_t *stack_items; /* Item stack for patch/dump/... commands */
205 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
206 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
207 /* the player can see. For maps smaller than */
208 /* MAP_CLIENT_.., the upper left is used */
209};
210
211struct player : zero_initialised, attachable<player>, player_pod
212{
213 player *next; /* Pointer to next player, NULL if this is last */
214 NewSocket socket; /* Socket information for this player */
205 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 215 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
206 uint16 outputs_sync; /* How often to print, no matter what */ 216 shstr invis_race; /* What race invisible to? */
207 uint16 outputs_count; /* Print if this count is exceeded */
208 object *mark; /* marked object */
209 uint32 mark_count; /* count of mark object */
210 /* Special DM fields */
211 tag_t* stack_items; /* Item stack for patch/dump/... commands */
212 int stack_position; /* Current stack position, 0 for no item */
213};
214 217
215typedef struct pl : player_memset, attachable<struct pl> 218 void clear ()
216{ 219 {
217 static data_type get_dt () { return DT_PLAYER; } 220 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
221 attachable_clear ();
222 invis_race = 0;
218 223
219 struct pl *next; /* Pointer to next player, NULL if this is last */ 224 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
220 NewSocket socket; /* Socket information for this player */ 225 outputs[i].buf = 0;
221} player; 226 }
227};
222 228

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