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Comparing deliantra/server/include/player.h (file contents):
Revision 1.24 by root, Fri Dec 15 00:14:12 2006 UTC vs.
Revision 1.88 by root, Tue Dec 23 06:58:23 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
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 */ 22 */
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 23
49enum bowtype_t 24enum bowtype_t
50{ 25{
51 bow_normal = 0, 26 bow_normal = 0,
52 bow_threewide = 1, 27 bow_threewide = 1,
53 bow_spreadshot = 2, 28 bow_spreadshot = 2,
54 bow_n = 3, /* must stay at 3 */ 29 bow_n = 3, /* must stay at 3 */
55 bow_ne = 4, 30 bow_ne = 4,
56 bow_e = 5, 31 bow_e = 5,
57 bow_se = 6, 32 bow_se = 6,
58 bow_s = 7, 33 bow_s = 7,
59 bow_sw = 8, 34 bow_sw = 8,
60 bow_w = 9, 35 bow_w = 9,
61 bow_nw = 10, /* must stay at 10 */ 36 bow_nw = 10, /* must stay at 10 */
62 bow_bestarrow = 11 37 bow_bestarrow = 11
63}; 38};
64 39
65enum petmode_t 40enum petmode_t
66{ 41{
67 pet_normal = 0, 42 pet_normal = 0,
68 pet_sad = 1, 43 pet_sad = 1,
69 pet_defend = 2, 44 pet_defend = 2,
70 pet_arena = 3 45 pet_arena = 3,
71}; 46};
72 47
73enum usekeytype 48enum usekeytype
74{ 49{
75 key_inventory = 0, 50 key_inventory = 0,
76 keyrings = 1, 51 keyrings = 1,
77 containers = 2 52 containers = 2,
78}; 53};
79 54
80/* This is used to control what to do when we need to unapply 55/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 56 * an object before we can apply another one.
82 */ 57 */
89 /* that need to be unapplied, there is no way for the player */ 64 /* that need to be unapplied, there is no way for the player */
90 /* to control which of these will be unapplied. */ 65 /* to control which of these will be unapplied. */
91}; 66};
92 67
93/* not really the player, but tied pretty closely */ 68/* not really the player, but tied pretty closely */
69INTERFACE_CLASS (partylist)
94struct partylist 70struct partylist
95{ 71{
96 char *partyleader; 72 char *ACC (RW, partyleader);
97 char passwd[9]; 73 char ACC (RW, passwd)[9];
98 partylist *next; 74 partylist *ACC (RW, next);
99 char *partyname; 75 char *ACC (RW, partyname);
100 76
101#ifdef PARTY_KILL_LOG
102 struct party_kill 77 struct party_kill
103 { 78 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp; 80 sint64 exp;
106 } party_kills[PARTY_KILL_LOG]; 81 } party_kills[PARTY_KILL_LOG];
107#endif 82
108 sint64 total_exp; 83 sint64 ACC (RW, total_exp);
109 uint32 kills; 84 uint32 ACC (RW, kills);
110}; 85};
111 86
87// used for pet monster logic etc.
88static bool
89same_party (partylist *a, partylist *b)
90{
91 return a == b && a;
92}
93
112ACC_CLASS (player) 94INTERFACE_CLASS (player)
113 95struct player : zero_initialised, attachable
114// memsettable part of player
115struct player_pod
116{ 96{
97 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
117 object_ptr ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
118 maptile *loading; /* When entering a map in progress of loading, not really used */ 99 object_vector_index ACC (RO, active);
119 rangetype shoottype; /* Which range-attack is being used by player */ 100
120 bowtype_t bowtype; /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t petmode; /* which petmode? */ 102 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 */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode unapply; /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 107
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ 114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 115 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */
139 116
140 /* Try to put all the bitfields together - saves some small amount of memory */ 117 /* 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 */ 118 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 ? */ 119 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 */ 120 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 */ 121 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 */ 122 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 */ 123 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 */ 124 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 */ 125 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
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 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
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 */
200 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 164 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
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 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 center is used */
208};
209 172
210struct player : zero_initialised, attachable<player>, player_pod 173 // return the los value for the given coordinate
211{ 174 MTH sint8 blocked_los (int dx, int dy) const
212 player *next; /* Pointer to next player, NULL if this is last */ 175 {
213 client_socket *ACC (RO, socket); /* Socket information for this player */ 176 dx += LOS_X0;
214 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 177 dy += LOS_Y0;
178
179 return 0 <= dx && dx < MAP_CLIENT_X
180 && 0 <= dy && dy < MAP_CLIENT_Y
181 ? los[dx][dy] : LOS_BLOCKED;
182 }
183
184 // unchecked variant
185 sint8 blocked_los_uc (int dx, int dy) const
186 {
187 return los[dx + LOS_X0][dy + LOS_Y0];
188 }
189
190 MTH void clear_los (sint8 value = LOS_BLOCKED);
191 MTH void update_los ();
192
215 shstr invis_race; /* What race invisible to? */ 193 shstr ACC (RW, invis_race); /* What race invisible to? */
216 194
217 void clear () 195 MTH const char *killer_name () const; // makes a string out of ->killer
218 {
219 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
220 attachable_clear ();
221 invis_race = 0;
222 196
223 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 197 MTH static player *create ();
224 outputs[i].buf = 0; 198 static player *find (const_utf8_string name);
225 }
226};
227 199
200 static player *load_pl (object_thawer &thawer);
201 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
202
203 MTH void link_skills ();
204 MTH object *find_skill (const char *name) const;
205 object *find_skill (const shstr &name) const;
206
207 bool save_pl (object_freezer &freezer);
208 MTH bool save_pl (const char *path);
209
210 void do_destroy ();
211 void gather_callbacks (AV *&callbacks, event_type event) const;
212
213 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
214
215 MTH void touch () { dirty = true; } // need to touch when logged out and changed
216
217 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
218 {
219 if (ns)
220 ns->play_sound (sound, dx, dy);
221 }
222
223 // wether the player can "see" this mapspace or not, decided by los
224 // 0 - nothing see, 100 - fully visible
225 MTH sint8 visibility_at (maptile *map, int x, int y) const;
226
227 MTH void connect (client *ns);
228 MTH void disconnect ();
229
230 MTH void activate ();
231 MTH void deactivate ();
232
233 MTH void chargen_race_done ();
234 MTH void chargen_race_next ();
235
236 MTH void set_observe (object_ornull *ob);
237
238 void send_msg (int color, const char *type, const char *msg)
239 {
240 ns->send_msg (color, type, msg);
241 }
242
243 // a prominent box that can easily be escaped away or so
244 // should be used for informative output such as who, maps etc.
245 // will stay on-screen
246 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
247
248 // a prominent msg that signifies some important event,
249 // an improvement potion effect potion. should not be long.
250 // might time out after a while
251 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
252
253 // a prominent box that signifies some error such as a failed
254 // improvement potion. should not be long.
255 MTH void failmsg (const char *msg, int color = NDI_RED);
256
257 ~player ();
258
259private:
260 void set_object (object *op);
261 player ();
262};
263
264typedef object_vector<player, &player::active> playervec;
265
266extern playervec players;
267
268#define for_all_players(var) \
269 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
270 statementvar (player *, var, ::players [_i])
271
272#define for_all_players_on_map(var,mapp) \
273 for_all_players(var) \
274 if ((var)->ob->map == (mapp))
275
276inline void
277object::statusmsg (const char *msg, int color)
278{
279 if (expect_true (contr)) contr->statusmsg (msg, color);
280}
281
282inline void
283object::failmsg (const char *msg, int color)
284{
285 if (expect_true (contr)) contr->failmsg (msg, color);
286}

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