ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/player.h
(Generate patch)

Comparing deliantra/server/include/player.h (file contents):
Revision 1.28 by root, Sat Dec 16 17:16:51 2006 UTC vs.
Revision 1.37 by root, Sat Dec 30 21:15:59 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
107#endif 106#endif
108 sint64 total_exp; 107 sint64 total_exp;
109 uint32 kills; 108 uint32 kills;
110}; 109};
111 110
111#define for_all_players(var) for (player *var = first_player; var; var = var->next)
112
112ACC_CLASS (player) 113INTERFACE_CLASS (player)
113 114struct player : zero_initialised, attachable
114// memsettable part of player
115struct player_pod
116{ 115{
116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
117 client_ptr ACC (RO, ns); /* Socket information for this player */
117 object_ptr ACC (RW, ob); /* The object representing the player */ 118 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 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 */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 134 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
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, state); /* Input state of the player (name, password, etc */
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 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 142 uint32 ACC (RO, tmp_invis):1; /* 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 uint32 ACC (RO, do_los):1; /* 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 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 145 uint32 ACC (RO, run_on):1; /* 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 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 */ 147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
149 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 148 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
150 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
151 150
152 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
161 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 */
162 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 */
163 living ACC (RO, orig_stats); /* Permanent real stats of player */ 162 living ACC (RO, orig_stats); /* Permanent real stats of player */
164 living ACC (RO, last_stats); /* Last stats as sent to client */ 163 living ACC (RO, last_stats); /* Last stats as sent to client */
165 float ACC (RW, last_speed); /* Last speed as sent to client */ 164 float ACC (RW, last_speed); /* Last speed as sent to client */
166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
167 int Swap_First; /* First stat player has selected to swap */
168 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 */
169 167
170 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) */
171 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 169 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
172 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
174 172
175 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 */
176 /* Note that for dragon players, this is filled in for them */ 174 /* Note that for dragon players, this is filled in for them */
177 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
178 176
179 sint8 levhp[11]; /* What the player gained on that level */ 177 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
180 sint8 levsp[11]; /* Same for sp */ 178 sint8 ACC (RW, levsp[11]); /* Same for sp */
181 sint8 levgrace[11]; /* And same for grace */ 179 sint8 ACC (RW, levgrace[11]); /* And same for grace */
182 180
183 char ACC (RW, killer)[64]; /* Who killed this player. */ 181 char ACC (RW, killer)[64]; /* Who killed this player. */
184 182
185 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
186 char input_buf[MAX_BUF]; /* Holds command to run */
187 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 */
188 185
189 time_t ACC (RW, last_save_time); 186 time_t ACC (RW, last_save_time);
190 uint32 ACC (RW, last_save_tick); 187 uint32 ACC (RW, last_save_tick);
191 partylist *ACC (RW, party); /* Party this player is part of */ 188 partylist *ACC (RW, party); /* Party this player is part of */
200 object_ptr ACC (RW, mark); /* marked object */ 197 object_ptr ACC (RW, mark); /* marked object */
201 /* Special DM fields */ 198 /* Special DM fields */
202 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 199 tag_t *stack_items; /* Item stack for patch/dump/... commands */
203 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 200 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
204 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 201 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
205 /* the player can see. For maps smaller than */ 202 /* the player can see. For maps smaller than */
206 /* MAP_CLIENT_.., the upper left is used */ 203 /* MAP_CLIENT_.., the upper left is used */
207};
208 204
209struct player : zero_initialised, attachable<player>, player_pod 205 shstr ACC (RW, invis_race); /* What race invisible to? */
210{ 206 bool ACC (RW, enable_save);
211 player *next; /* Pointer to next player, NULL if this is last */
212 client *ACC (RO, socket); /* Socket information for this player */
213 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
214 shstr invis_race; /* What race invisible to? */
215 208
216 void clear () 209 MTH static player *create ();
217 { 210 MTH static player *load (const char *path);
218 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); 211 MTH void save (bool final = false);
219 attachable_clear (); 212 void do_destroy ();
220 invis_race = 0; 213 void gather_callbacks (AV *&callbacks, event_type event) const;
221 214
222 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 215 MTH void connect (client *ns);
223 outputs[i].buf = 0; 216 MTH void disconnect ();
224 }
225};
226 217
218 // enters the initial map, after login or creation
219 MTH void enter_map ();
220
221 ~player ();
222
223private:
224 void set_object (object *op);
225 player ();
226};
227

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines