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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.32 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.42 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 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
8 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
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}; 91};
91 92
92/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
94INTERFACE_CLASS (partylist)
93struct partylist 95struct partylist
94{ 96{
95 char *partyleader; 97 char *ACC (RW, partyleader);
96 char passwd[9]; 98 char ACC (RW, passwd)[9];
97 partylist *next; 99 partylist *ACC (RW, next);
98 char *partyname; 100 char *ACC (RW, partyname);
99 101
100#ifdef PARTY_KILL_LOG
101 struct party_kill 102 struct party_kill
102 { 103 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp; 105 sint64 exp;
105 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
106#endif 107
107 sint64 total_exp; 108 sint64 ACC (RW, total_exp);
108 uint32 kills; 109 uint32 ACC (RW, kills);
109}; 110};
110 111
112#define for_all_players(var) for (player *var = first_player; var; var = var->next)
113
111ACC_CLASS (player) 114INTERFACE_CLASS (player)
112
113struct player : zero_initialised, refcounted, attachable<player> 115struct player : zero_initialised, attachable
114{ 116{
115 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ 117 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
116 client *ACC (RO, ns); /* Socket information for this player */ 118 client_ptr ACC (RO, ns); /* Socket information for this player */
117 object_ptr ACC (RW, ob); /* The object representing the player */ 119 object_ptr ACC (RW, ob); /* The object representing the player */
118 maptile *loading; /* When entering a map in progress of loading, not really used */
119 rangetype shoottype; /* Which range-attack is being used by player */ 120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t bowtype; /* which firemode? */ 121 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t petmode; /* which petmode? */ 122 petmode_t ACC (RW, petmode); /* which petmode? */
122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ 123 object_ptr ACC (RW, 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 /* That not all are used, it is just nice to map this 1:1 */
124 /* With the range names */ 125 /* With the range names */
125 usekeytype usekeys; /* Method for finding keys for doors */ 126 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode unapply; /* Method for auto unapply */ 127 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */ 128 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 129 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 130
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 ACC (RW, last_level); /* Last level we sent to client */ 138 sint8 ACC (RW, last_level); /* Last level we sent to client */
138 139
139 /* 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 */
140 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 141 bool ACC (RO, braced); /* Will not move if braced, only attack */
141 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 142 bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */
142 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ 143 bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */
143 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 144 bool ACC (RO, fire_on); /* Player should fire object, not move */
144 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 145 bool ACC (RO, run_on); /* Player should keep moving in dir until run is off */
145 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ 146 bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */
146 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 147 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
147 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 148 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */
148 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 149 bool ACC (RO, explore); /* if True, player is in explore mode */
149 150
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152 153
153 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
159 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ 160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
160 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ 161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
161 living ACC (RO, orig_stats); /* Permanent real stats of player */ 162 living ACC (RO, orig_stats); /* Permanent real stats of player */
162 living ACC (RO, last_stats); /* Last stats as sent to client */ 163 living ACC (RO, last_stats); /* Last stats as sent to client */
163 float ACC (RW, last_speed); /* Last speed as sent to client */ 164 float ACC (RW, last_speed); /* Last speed as sent to client */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
165 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 166 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
166 167
167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 168 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 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
169 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 170 shstr ACC (RW, maplevel); /* On which level is the player? */
170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 171 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
171 172
172 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 173 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 /* Note that for dragon players, this is filled in for them */
174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
175 176
176 sint8 levhp[11]; /* What the player gained on that level */ 177 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
177 sint8 levsp[11]; /* Same for sp */ 178 sint8 ACC (RW, levsp[11]); /* Same for sp */
178 sint8 levgrace[11]; /* And same for grace */ 179 sint8 ACC (RW, levgrace[11]); /* And same for grace */
179 180
180 char ACC (RW, killer)[64]; /* Who killed this player. */ 181 char ACC (RW, killer)[64]; /* Who killed this player. */
181 182
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 183 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 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
203 204
204 shstr ACC (RW, invis_race); /* What race invisible to? */ 205 shstr ACC (RW, invis_race); /* What race invisible to? */
205 bool ACC (RW, enable_save); 206 bool ACC (RW, enable_save);
206 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
207 208
208 static player *create (); 209 MTH static player *create ();
209 static player *load (const char *path); 210 MTH static player *load (const char *path);
210 void save (bool final = false); 211 MTH void save (bool final = false);
212 void do_destroy ();
213 void gather_callbacks (AV *&callbacks, event_type event) const;
211 214
212 void connect (client *ns); 215 MTH void connect (client *ns);
216 MTH void disconnect ();
217
218 // enters the initial map, after login or creation
219 MTH void enter_map ();
213 220
214 ~player (); 221 ~player ();
215 222
216private: 223private:
217 void set_object (object *op); 224 void set_object (object *op);

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