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Comparing deliantra/server/include/player.h (file contents):
Revision 1.36 by root, Tue Dec 26 05:44:15 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
111#define for_all_players(var) for (player *var = first_player; var; var = var->next) 112#define for_all_players(var) for (player *var = first_player; var; var = var->next)
112 113
113INTERFACE_CLASS (player) 114INTERFACE_CLASS (player)
114struct player : zero_initialised, attachable 115struct player : zero_initialised, attachable
115{ 116{
116 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 */
117 client_ptr ACC (RO, ns); /* Socket information for this player */ 118 client_ptr ACC (RO, ns); /* Socket information for this player */
118 object_ptr ACC (RW, ob); /* The object representing the player */ 119 object_ptr ACC (RW, ob); /* The object representing the player */
119 maptile *loading; /* When entering a map in progress of loading, not really used */
120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ 120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
121 bowtype_t ACC (RW, bowtype); /* which firemode? */ 121 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t ACC (RW, petmode); /* which petmode? */ 122 petmode_t ACC (RW, petmode); /* which petmode? */
123 object_ptr ACC (RW, 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 */
124 /* 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 */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
137 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 */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 138 sint8 ACC (RW, last_level); /* Last level we sent to client */
139 139
140 /* 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 */
141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 141 bool ACC (RO, braced); /* Will not move if braced, only attack */
142 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 ? */
143 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 */
144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 144 bool ACC (RO, 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 */ 145 bool ACC (RO, 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 */ 146 bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */
147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 147 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
148 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 */
149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 149 bool ACC (RO, explore); /* if True, player is in explore mode */
150 150
151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
152 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 */
153 153
154 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 */
164 float ACC (RW, last_speed); /* Last speed as sent to client */ 164 float ACC (RW, last_speed); /* Last speed as sent to client */
165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ 165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
166 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 */
167 167
168 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) */
169 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 */
170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 170 shstr ACC (RW, maplevel); /* On which level is the player? */
171 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 */
172 172
173 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 */
174 /* Note that for dragon players, this is filled in for them */ 174 /* Note that for dragon players, this is filled in for them */
175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
213 void gather_callbacks (AV *&callbacks, event_type event) const; 213 void gather_callbacks (AV *&callbacks, event_type event) const;
214 214
215 MTH void connect (client *ns); 215 MTH void connect (client *ns);
216 MTH void disconnect (); 216 MTH void disconnect ();
217 217
218 // enters the initial map, after login or creation
219 MTH void enter_map ();
220
218 ~player (); 221 ~player ();
219 222
220private: 223private:
221 void set_object (object *op); 224 void set_object (object *op);
222 player (); 225 player ();

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