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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.16 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.31 by root, Fri Dec 22 16:34:00 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 22*/
24 23
25#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
26struct Output_Buf 25struct Output_Buf
27{ 26{
107#endif 106#endif
108 sint64 total_exp; 107 sint64 total_exp;
109 uint32 kills; 108 uint32 kills;
110}; 109};
111 110
111ACC_CLASS (player)
112
112// memsettable part of player 113// memsettable part of player
113struct player_pod 114struct player_pod
114{ 115{
115 object *ob; /* The object representing the player */ 116 object_ptr ACC (RW, ob); /* The object representing the player */
116 maptile *loading; /* When entering a map in progress of loading, not really used */ 117 maptile *loading; /* When entering a map in progress of loading, not really used */
117 rangetype shoottype; /* Which range-attack is being used by player */ 118 rangetype shoottype; /* Which range-attack is being used by player */
118 bowtype_t bowtype; /* which firemode? */ 119 bowtype_t bowtype; /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 120 petmode_t petmode; /* which petmode? */
120 object *ranges[range_size]; /* object for each range. Set up in fix player. Note */ 121 object_ptr 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 */ 122 /* That not all are used, it is just nice to map this 1:1 */
122 /* With the range names */ 123 /* With the range names */
123 uint32 golem_count; /* To track the golem */
124 usekeytype usekeys; /* Method for finding keys for doors */ 124 usekeytype usekeys; /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 125 unapplymode unapply; /* Method for auto unapply */
126 uint32 count; /* Any numbers typed before a command */ 126 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 mode; /* Mode of player for pickup. */ 127 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 128
129 sint8 digestion; /* Any bonuses/penalties to digestion */ 129 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 130 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 131 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 132 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
133 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 133 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 item_power; /* Total item power of objects equipped */ 134 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 */ 135 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 last_level; /* Last level we sent to client */ 136 sint8 ACC (RW, 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 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 140 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
142 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 141 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
143 uint32 fire_on:1; /* Player should fire object, not move */ 142 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
144 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 143 uint32 ACC (RO, run_on):1; /* 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 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
146 uint32 name_changed:1; /* If true, the player has set a name. */ 145 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
147 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 146 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
148 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 147 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
149 uint32 explore:1; /* if True, player is in explore mode */ 148 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
150 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
151 149
152 object *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 */ 151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
154 152
155 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10 */ 153 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
156 float last_weapon_sp; /* if diff than weapon_sp, update client */ 154 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
157 uint16 last_flags; /* fire/run on flags for last tick */ 155 uint16 ACC (RW, 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 */ 156 sint32 ACC (RW, 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 */ 157 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
160 uint32 last_path_attuned; /* Last spell attunment sent to client */ 158 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
161 uint32 last_path_repelled; /* Last spell repelled sent to client */ 159 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
162 uint32 last_path_denied; /* Last spell denied sent to client */ 160 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
163 living orig_stats; /* Permanent real stats of player */ 161 living ACC (RO, orig_stats); /* Permanent real stats of player */
164 living last_stats; /* Last stats as sent to client */ 162 living ACC (RO, last_stats); /* Last stats as sent to client */
165 float last_speed; /* Last speed as sent to client */ 163 float ACC (RW, last_speed); /* Last speed as sent to client */
166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
167 int Swap_First; /* First stat player has selected to swap */
168 object *last_used; /* Pointer to object last picked or applied */ 165 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 */ 166
167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
168 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
169 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
171
172 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
173 /* Note that for dragon players, this is filled in for them */
174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
175
176 sint8 levhp[11]; /* What the player gained on that level */
177 sint8 levsp[11]; /* Same for sp */
178 sint8 levgrace[11]; /* And same for grace */
179
180 char ACC (RW, killer)[64]; /* Who killed this player. */
181
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
183 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
184
185 time_t ACC (RW, last_save_time);
186 uint32 ACC (RW, last_save_tick);
187 partylist *ACC (RW, party); /* Party this player is part of */
188 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
189 /* but we will have to get password first */
190 /* so we have to remember which party to */
191 /* join */
192 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
193 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
194 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
195 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
196 object_ptr ACC (RW, mark); /* marked object */
197 /* Special DM fields */
198 tag_t *stack_items; /* Item stack for patch/dump/... commands */
199 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
170 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 200 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
171 /* the player can see. For maps smaller than */ 201 /* the player can see. For maps smaller than */
172 /* MAP_CLIENT_.., the upper left is used */ 202 /* MAP_CLIENT_.., the upper left is used */
173
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
175 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */
178
179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
180 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
182
183 sint8 levhp[11]; /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */
186
187 char killer[BIG_NAME]; /* Who killed this player. */
188
189 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
190 char input_buf[MAX_BUF]; /* Holds command to run */
191 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
192
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 */
200 partylist *party_to_join; /* used when player wants to join a party */
201 /* but we will have to get password first */
202 /* so we have to remember which party to */
203 /* join */
204 char search_str[MAX_BUF]; /* Item we are looking for */
205 sint16 encumbrance; /* How much our player is encumbered */
206 uint16 outputs_sync; /* How often to print, no matter what */
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}; 203};
214 204
215struct player : zero_initialised, attachable<player>, player_pod 205struct player : zero_initialised, attachable<player>, player_pod
216{ 206{
217 player *next; /* Pointer to next player, NULL if this is last */ 207 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
218 NewSocket socket; /* Socket information for this player */ 208 client *ACC (RO, ns); /* Socket information for this player */
209 shstr ACC (RW, invis_race); /* What race invisible to? */
210 bool ACC (RW, enable_save);
219 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 211 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
220 shstr invis_race; /* What race invisible to? */
221 212
222 void clear () 213 void clear ()
223 { 214 {
224 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); 215 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
225 attachable_clear (); 216 attachable_clear ();
226 invis_race = 0; 217 invis_race = 0;
227 218
228 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
229 outputs[i].buf = 0; 220 outputs[i].buf = 0;
230 } 221 }
231};
232 222
223 static player *create ();
224 static player *load (const char *path);
225 void save (bool final = false);
226
227 void connect (client *ns);
228
229 ~player ();
230
231private:
232 void set_object (object *op);
233 player ();
234};
235

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