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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.21 by root, Wed Dec 13 01:39:32 2006 UTC vs.
Revision 1.63 by root, Sun Jun 24 01:09:28 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * 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 along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <crossfire@schmorp.de>
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
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 24
49enum bowtype_t 25enum bowtype_t
50{ 26{
51 bow_normal = 0, 27 bow_normal = 0,
52 bow_threewide = 1, 28 bow_threewide = 1,
53 bow_spreadshot = 2, 29 bow_spreadshot = 2,
54 bow_n = 3, /* must stay at 3 */ 30 bow_n = 3, /* must stay at 3 */
55 bow_ne = 4, 31 bow_ne = 4,
56 bow_e = 5, 32 bow_e = 5,
57 bow_se = 6, 33 bow_se = 6,
58 bow_s = 7, 34 bow_s = 7,
59 bow_sw = 8, 35 bow_sw = 8,
60 bow_w = 9, 36 bow_w = 9,
61 bow_nw = 10, /* must stay at 10 */ 37 bow_nw = 10, /* must stay at 10 */
62 bow_bestarrow = 11 38 bow_bestarrow = 11
63}; 39};
64 40
65enum petmode_t 41enum petmode_t
66{ 42{
67 pet_normal = 0, 43 pet_normal = 0,
68 pet_sad = 1, 44 pet_sad = 1,
69 pet_defend = 2, 45 pet_defend = 2,
70 pet_arena = 3 46 pet_arena = 3,
71}; 47};
72 48
73enum usekeytype 49enum usekeytype
74{ 50{
75 key_inventory = 0, 51 key_inventory = 0,
76 keyrings = 1, 52 keyrings = 1,
77 containers = 2 53 containers = 2,
78}; 54};
79 55
80/* This is used to control what to do when we need to unapply 56/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 57 * an object before we can apply another one.
82 */ 58 */
89 /* that need to be unapplied, there is no way for the player */ 65 /* that need to be unapplied, there is no way for the player */
90 /* to control which of these will be unapplied. */ 66 /* to control which of these will be unapplied. */
91}; 67};
92 68
93/* not really the player, but tied pretty closely */ 69/* not really the player, but tied pretty closely */
70INTERFACE_CLASS (partylist)
94struct partylist 71struct partylist
95{ 72{
96 char *partyleader; 73 char *ACC (RW, partyleader);
97 char passwd[9]; 74 char ACC (RW, passwd)[9];
98 partylist *next; 75 partylist *ACC (RW, next);
99 char *partyname; 76 char *ACC (RW, partyname);
100 77
101#ifdef PARTY_KILL_LOG
102 struct party_kill 78 struct party_kill
103 { 79 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 80 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp; 81 sint64 exp;
106 } party_kills[PARTY_KILL_LOG]; 82 } party_kills[PARTY_KILL_LOG];
107#endif 83
108 sint64 total_exp; 84 sint64 ACC (RW, total_exp);
109 uint32 kills; 85 uint32 ACC (RW, kills);
110}; 86};
111 87
88// used for pet monster logic etc.
89static bool
90same_party (partylist *a, partylist *b)
91{
92 return a == b && a;
93}
94
112ACC_CLASS (player) 95INTERFACE_CLASS (player)
113 96struct player : zero_initialised, attachable
114// memsettable part of player
115struct player_pod
116{ 97{
98 client *ACC (RO, ns); /* Socket information for this player */
117 object_ptr ACC (RW, ob); /* The object representing the player */ 99 object *ACC (RW, ob); /* The object representing the player */
118 maptile *loading; /* When entering a map in progress of loading, not really used */ 100 object_vector_index ACC (RO, active);
119 rangetype shoottype; /* Which range-attack is being used by player */ 101
120 bowtype_t bowtype; /* which firemode? */ 102 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t petmode; /* which petmode? */ 103 petmode_t ACC (RW, petmode); /* which petmode? */
122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
123 /* That not all are used, it is just nice to map this 1:1 */
124 /* With the range names */
125 usekeytype usekeys; /* Method for finding keys for doors */ 104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode unapply; /* Method for auto unapply */ 105 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */ 106 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 107 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 108
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 109 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 110 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 111 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 112 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 113 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 114 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 115 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 116 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
139 117
140 /* Try to put all the bitfields together - saves some small amount of memory */ 118 /* Try to put all the bitfields together - saves some small amount of memory */
141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 119 bool ACC (RW, braced); /* Will not move if braced, only attack */
142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 120 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
143 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ 121 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 122 bool ACC (RW, fire_on); /* Player should fire object, not move */
145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 123 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
147 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
148 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 124 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
149 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 125 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
150 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
151 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
152
153 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
154 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
155 126
156 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 127 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
157 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ 128 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
158 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
159 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
160 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
161 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
162 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
163 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
164 living ACC (RO, orig_stats); /* Permanent real stats of player */ 129 living ACC (RO, orig_stats); /* Permanent real stats of player */
165 living ACC (RO, last_stats); /* Last stats as sent to client */ 130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
166 float ACC (RW, last_speed); /* Last speed as sent to client */
167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
168 int Swap_First; /* First stat player has selected to swap */
169 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
170 132
133 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
134 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
135 object_ptr ACC (RW, golem); // the currently controlled golem
136 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
137
171 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 138 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
172 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 139 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
173 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 140 shstr ACC (RW, maplevel); /* On which level is the player? */
174 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
175 142
176 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 143 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
177 /* Note that for dragon players, this is filled in for them */ 144 /* Note that for dragon players, this is filled in for them */
178 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 145 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
179 146
180 sint8 levhp[11]; /* What the player gained on that level */ 147 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
181 sint8 levsp[11]; /* Same for sp */ 148 sint8 ACC (RW, levsp[11]); /* Same for sp */
182 sint8 levgrace[11]; /* And same for grace */ 149 sint8 ACC (RW, levgrace[11]); /* And same for grace */
183 150
184 char ACC (RW, killer)[64]; /* Who killed this player. */ 151 char ACC (RW, killer)[64]; /* Who killed this player. */
185 152
186 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
187 char input_buf[MAX_BUF]; /* Holds command to run */
188 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 154 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
189 155
190 time_t ACC (RW, last_save_time);
191 uint32 ACC (RW, last_save_tick);
192 partylist *ACC (RW, party); /* Party this player is part of */ 156 partylist *ACC (RW, party); /* Party this player is part of */
193 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 157 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
194 /* but we will have to get password first */ 158 /* but we will have to get password first */
195 /* so we have to remember which party to */ 159 /* so we have to remember which party to */
196 /* join */ 160 /* join */
201 object_ptr ACC (RW, mark); /* marked object */ 165 object_ptr ACC (RW, mark); /* marked object */
202 /* Special DM fields */ 166 /* Special DM fields */
203 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 167 tag_t *stack_items; /* Item stack for patch/dump/... commands */
204 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 168 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
205 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 169 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
206 /* the player can see. For maps smaller than */ 170 /* the player can see. For maps smaller than */
207 /* MAP_CLIENT_.., the upper left is used */ 171 /* MAP_CLIENT_.., the upper left is used */
208};
209 172
210struct player : zero_initialised, attachable<player>, player_pod
211{
212 player *next; /* Pointer to next player, NULL if this is last */
213 NewSocket socket; /* Socket information for this player */
214 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
215 shstr invis_race; /* What race invisible to? */ 173 shstr ACC (RW, invis_race); /* What race invisible to? */
216 174
217 void clear () 175 MTH static player *create ();
218 {
219 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
220 attachable_clear ();
221 invis_race = 0;
222 176
223 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 177 static player *load_pl (object_thawer &thawer);
224 outputs[i].buf = 0; 178 MTH static player *load_pl (const char *path);
225 }
226};
227 179
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 // wether the player can "see" this mapspace or not, decided by los
187 // 0 - nothing see, 100 - fully visible
188 MTH sint8 visibility_at (maptile *map, int x, int y) const;
189
190 MTH void connect (client *ns);
191 MTH void disconnect ();
192
193 MTH void activate ();
194 MTH void deactivate ();
195
196 MTH void chargen_race_done ();
197 MTH void chargen_race_next ();
198
199 MTH void set_observe (object *ob);
200
201 ~player ();
202
203private:
204 void set_object (object *op);
205 player ();
206};
207
208typedef object_vector<player, &player::active> playervec;
209
210extern playervec players;
211
212#define for_all_players(var) \
213 for (unsigned _i = 0; _i < players.size (); ++_i) \
214 statementvar (player *, var, players [_i])
215

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