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Comparing deliantra/server/include/player.h (file contents):
Revision 1.37 by root, Sat Dec 30 21:15:59 2006 UTC vs.
Revision 1.79 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/
23
24#define NUM_OUTPUT_BUFS 5
25struct Output_Buf
26{
27 shstr buf; /* Actual string pointer */
28 uint32 first_update; /* First time this message was stored */
29 uint16 count; /* How many times we got this message */
30};
31
32/* wand/rod/horn rolled into range_misc. They all use the same body location
33 * anyways.
34 */ 22 */
35enum rangetype
36{
37 range_bottom = -1,
38 range_none = 0,
39 range_bow = 1,
40 range_magic = 2,
41 range_misc = 3,
42 range_golem = 4,
43 range_skill = 5,
44 range_builder = 6,
45 range_size = 7
46};
47 23
48enum bowtype_t 24enum bowtype_t
49{ 25{
50 bow_normal = 0, 26 bow_normal = 0,
51 bow_threewide = 1, 27 bow_threewide = 1,
52 bow_spreadshot = 2, 28 bow_spreadshot = 2,
53 bow_n = 3, /* must stay at 3 */ 29 bow_n = 3, /* must stay at 3 */
54 bow_ne = 4, 30 bow_ne = 4,
55 bow_e = 5, 31 bow_e = 5,
56 bow_se = 6, 32 bow_se = 6,
57 bow_s = 7, 33 bow_s = 7,
58 bow_sw = 8, 34 bow_sw = 8,
59 bow_w = 9, 35 bow_w = 9,
60 bow_nw = 10, /* must stay at 10 */ 36 bow_nw = 10, /* must stay at 10 */
61 bow_bestarrow = 11 37 bow_bestarrow = 11
62}; 38};
63 39
64enum petmode_t 40enum petmode_t
65{ 41{
66 pet_normal = 0, 42 pet_normal = 0,
67 pet_sad = 1, 43 pet_sad = 1,
68 pet_defend = 2, 44 pet_defend = 2,
69 pet_arena = 3 45 pet_arena = 3,
70}; 46};
71 47
72enum usekeytype 48enum usekeytype
73{ 49{
74 key_inventory = 0, 50 key_inventory = 0,
75 keyrings = 1, 51 keyrings = 1,
76 containers = 2 52 containers = 2,
77}; 53};
78 54
79/* 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
80 * an object before we can apply another one. 56 * an object before we can apply another one.
81 */ 57 */
88 /* 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 */
89 /* to control which of these will be unapplied. */ 65 /* to control which of these will be unapplied. */
90}; 66};
91 67
92/* not really the player, but tied pretty closely */ 68/* not really the player, but tied pretty closely */
69INTERFACE_CLASS (partylist)
93struct partylist 70struct partylist
94{ 71{
95 char *partyleader; 72 char *ACC (RW, partyleader);
96 char passwd[9]; 73 char ACC (RW, passwd)[9];
97 partylist *next; 74 partylist *ACC (RW, next);
98 char *partyname; 75 char *ACC (RW, partyname);
99 76
100#ifdef PARTY_KILL_LOG
101 struct party_kill 77 struct party_kill
102 { 78 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp; 80 sint64 exp;
105 } party_kills[PARTY_KILL_LOG]; 81 } party_kills[PARTY_KILL_LOG];
106#endif 82
107 sint64 total_exp; 83 sint64 ACC (RW, total_exp);
108 uint32 kills; 84 uint32 ACC (RW, kills);
109}; 85};
110 86
111#define for_all_players(var) for (player *var = first_player; var; var = var->next) 87// used for pet monster logic etc.
88static bool
89same_party (partylist *a, partylist *b)
90{
91 return a == b && a;
92}
112 93
113INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
114struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
115{ 96{
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 */ 97 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
118 object_ptr ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
119 maptile *loading; /* When entering a map in progress of loading, not really used */ 99 object_vector_index ACC (RO, active);
120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ 100
121 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t ACC (RW, petmode); /* which petmode? */ 102 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 */
124 /* That not all are used, it is just nice to map this 1:1 */
125 /* With the range names */
126 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
127 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
128 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
129 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
130 107
131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
134 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 */
135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 114 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
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, peaceful):1; /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
148 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 */
149 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!)
150
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 */
153 126
154 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 */
155 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
156 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
157 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
158 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
159 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
162 living ACC (RO, orig_stats); /* Permanent real stats of player */ 129 living ACC (RO, orig_stats); /* Permanent real stats of player */
163 living ACC (RO, last_stats); /* Last stats as sent to client */ 130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
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 */
166 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 */
167 132
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
168 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) */
169 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 */
170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 140 shstr ACC (RW, maplevel); /* On which level is the player? */
171 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 */
172 142
173 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 */
174 /* Note that for dragon players, this is filled in for them */ 144 /* Note that for dragon players, this is filled in for them */
175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 145 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
176 146
177 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 147 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
178 sint8 ACC (RW, levsp[11]); /* Same for sp */ 148 sint8 ACC (RW, levsp[11]); /* Same for sp */
179 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 149 sint8 ACC (RW, levgrace[11]); /* And same for grace */
180 150
181 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) */
182 152
183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
184 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 */
185 155
186 time_t ACC (RW, last_save_time);
187 uint32 ACC (RW, last_save_tick);
188 partylist *ACC (RW, party); /* Party this player is part of */ 156 partylist *ACC (RW, party); /* Party this player is part of */
189 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 */
190 /* but we will have to get password first */ 158 /* but we will have to get password first */
191 /* so we have to remember which party to */ 159 /* so we have to remember which party to */
192 /* join */ 160 /* join */
201 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 169 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
202 /* the player can see. For maps smaller than */ 170 /* the player can see. For maps smaller than */
203 /* MAP_CLIENT_.., the upper left is used */ 171 /* MAP_CLIENT_.., the upper left is used */
204 172
205 shstr ACC (RW, invis_race); /* What race invisible to? */ 173 shstr ACC (RW, invis_race); /* What race invisible to? */
206 bool ACC (RW, enable_save); 174
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 175 MTH const char *killer_name () const; // makes a string out of ->killer
208 176
209 MTH static player *create (); 177 MTH static player *create ();
210 MTH static player *load (const char *path); 178 static player *find (const_utf8_string name);
211 MTH void save (bool final = false); 179
180 static player *load_pl (object_thawer &thawer);
181 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
182
183 bool save_pl (object_freezer &freezer);
184 MTH bool save_pl (const char *path);
185
212 void do_destroy (); 186 void do_destroy ();
213 void gather_callbacks (AV *&callbacks, event_type event) const; 187 void gather_callbacks (AV *&callbacks, event_type event) const;
214 188
189 MTH void touch () { dirty = true; } // need to touch when logged out and changed
190
191 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
192 {
193 if (ns)
194 ns->play_sound (sound, dx, dy);
195 }
196
197 // wether the player can "see" this mapspace or not, decided by los
198 // 0 - nothing see, 100 - fully visible
199 MTH sint8 visibility_at (maptile *map, int x, int y) const;
200
215 MTH void connect (client *ns); 201 MTH void connect (client *ns);
216 MTH void disconnect (); 202 MTH void disconnect ();
217 203
218 // enters the initial map, after login or creation 204 MTH void activate ();
219 MTH void enter_map (); 205 MTH void deactivate ();
206
207 MTH void chargen_race_done ();
208 MTH void chargen_race_next ();
209
210 MTH void set_observe (object *ob);
211
212 void send_msg (int color, const char *type, const char *msg)
213 {
214 ns->send_msg (color, type, msg);
215 }
216
217 // a prominent box that can easily be escaped away or so
218 // should be used for informative output such as who, maps etc.
219 // will stay on-screen
220 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
221
222 // a prominent msg that signifies some important event,
223 // an improvement potion effect potion. should not be long.
224 // might time out after a while
225 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
226
227 // a prominent box that signifies some error such as a failed
228 // improvement potion. should not be long.
229 MTH void failmsg (const char *msg, int color = NDI_RED);
220 230
221 ~player (); 231 ~player ();
222 232
223private: 233private:
224 void set_object (object *op); 234 void set_object (object *op);
225 player (); 235 player ();
226}; 236};
227 237
238typedef object_vector<player, &player::active> playervec;
239
240extern playervec players;
241
242#define for_all_players(var) \
243 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
244 statementvar (player *, var, ::players [_i])
245
246inline void
247object::statusmsg (const char *msg, int color)
248{
249 if (expect_true (contr)) contr->statusmsg (msg, color);
250}
251
252inline void
253object::failmsg (const char *msg, int color)
254{
255 if (expect_true (contr)) contr->failmsg (msg, color);
256}

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