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Comparing deliantra/server/include/player.h (file contents):
Revision 1.13 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.41 by root, Thu Jan 4 00:08:07 2007 UTC

16 16
17 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
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 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
22*/ 22*/
23 23
24#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
25struct Output_Buf { 25struct Output_Buf
26{
26 shstr buf; /* Actual string pointer */ 27 shstr buf; /* Actual string pointer */
27 uint32 first_update; /* First time this message was stored */ 28 uint32 first_update; /* First time this message was stored */
28 uint16 count; /* How many times we got this message */ 29 uint16 count; /* How many times we got this message */
29}; 30};
30 31
31/* wand/rod/horn rolled into range_misc. They all use the same body location 32/* wand/rod/horn rolled into range_misc. They all use the same body location
32 * anyways. 33 * anyways.
33 */ 34 */
34enum rangetype { 35enum rangetype
36{
35 range_bottom = -1, 37 range_bottom = -1,
36 range_none = 0, 38 range_none = 0,
37 range_bow = 1, 39 range_bow = 1,
38 range_magic = 2, 40 range_magic = 2,
39 range_misc = 3, 41 range_misc = 3,
40 range_golem = 4, 42 range_golem = 4,
41 range_skill = 5, 43 range_skill = 5,
42 range_builder = 6, 44 range_builder = 6,
43 range_size = 7 45 range_size = 7
44}; 46};
45 47
46enum bowtype_t { 48enum bowtype_t
49{
47 bow_normal = 0, 50 bow_normal = 0,
48 bow_threewide = 1, 51 bow_threewide = 1,
49 bow_spreadshot = 2, 52 bow_spreadshot = 2,
50 bow_n = 3, /* must stay at 3 */ 53 bow_n = 3, /* must stay at 3 */
51 bow_ne = 4, 54 bow_ne = 4,
52 bow_e = 5, 55 bow_e = 5,
53 bow_se = 6, 56 bow_se = 6,
54 bow_s = 7, 57 bow_s = 7,
55 bow_sw = 8, 58 bow_sw = 8,
56 bow_w = 9, 59 bow_w = 9,
57 bow_nw = 10, /* must stay at 10 */ 60 bow_nw = 10, /* must stay at 10 */
58 bow_bestarrow = 11 61 bow_bestarrow = 11
59}; 62};
60 63
61typedef enum _petmode { 64enum petmode_t
65{
62 pet_normal = 0, 66 pet_normal = 0,
63 pet_sad = 1, 67 pet_sad = 1,
64 pet_defend = 2, 68 pet_defend = 2,
65 pet_arena = 3 69 pet_arena = 3
66} petmode_t; 70};
67 71
68typedef enum usekeytype { 72enum usekeytype
73{
69 key_inventory=0, 74 key_inventory = 0,
70 keyrings=1, 75 keyrings = 1,
71 containers=2 76 containers = 2
72} usekeytype; 77};
73 78
74/* This is used to control what to do when we need to unapply 79/* This is used to control what to do when we need to unapply
75 * an object before we can apply another one. 80 * an object before we can apply another one.
76 */ 81 */
77typedef enum unapplymode { 82enum unapplymode
83{
78 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 84 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
79 unapply_never=1, /* will not unapply objects automatically */ 85 unapply_never = 1, /* will not unapply objects automatically */
80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 86 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
81 /* no choice - if there are multiple ojbect of the same type */ 87 /* no choice - if there are multiple ojbect of the same type */
82 /* that need to be unapplied, there is no way for the player */ 88 /* that need to be unapplied, there is no way for the player */
83 /* to control which of these will be unapplied. */ 89 /* to control which of these will be unapplied. */
84} unapplymode; 90};
85 91
86/* not really the player, but tied pretty closely */ 92/* not really the player, but tied pretty closely */
87typedef struct party_struct { 93INTERFACE_CLASS (partylist)
94struct partylist
95{
88 char * partyleader; 96 char *ACC (RW, partyleader);
89 char passwd[9]; 97 char ACC (RW, passwd)[9];
90 struct party_struct *next; 98 partylist *ACC (RW, next);
91 char *partyname; 99 char *ACC (RW, partyname);
92 100
93#ifdef PARTY_KILL_LOG
94 struct party_kill { 101 struct party_kill
95 char killer[MAX_NAME+1],dead[MAX_NAME+1];
96 sint64 exp;
97 } party_kills[PARTY_KILL_LOG];
98#endif
99 sint64 total_exp;
100 uint32 kills;
101} partylist;
102
103// memsettable part of player
104struct player_pod
105{
106 object *ob; /* The object representing the player */
107 mapstruct *loading; /* When entering a map in progress of loading, not really used */
108 rangetype shoottype; /* Which range-attack is being used by player */
109 bowtype_t bowtype; /* which firemode? */
110 petmode_t petmode; /* which petmode? */
111 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
112 /* That not all are used, it is just nice to map this 1:1 */
113 /* With the range names */
114 uint32 golem_count; /* To track the golem */
115 usekeytype usekeys; /* Method for finding keys for doors */
116 unapplymode unapply; /* Method for auto unapply */
117 uint32 count; /* Any numbers typed before a command */
118 uint32 mode; /* Mode of player for pickup. */
119
120 sint8 digestion; /* Any bonuses/penalties to digestion */
121 sint8 gen_hp; /* Bonuses to regeneration speed of hp */
122 sint8 gen_sp; /* Bonuses to regeneration speed of sp */
123 sint8 gen_sp_armour; /* Penalty to sp regen from armour */
124 sint8 gen_grace; /* Bonuses to regeneration speed of grace */
125 sint16 item_power; /* Total item power of objects equipped */
126 uint8 state; /* Input state of the player (name, password, etc */
127 uint8 listening; /* Which priority will be used in info_all */
128 sint8 last_level; /* Last level we sent to client */
129
130 /* Try to put all the bitfields together - saves some small amount of memory */
131 uint32 braced:1; /* Will not move if braced, only attack */
132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
133 shstr invis_race; /* What race invisible to? */
134 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
135 uint32 fire_on:1; /* Player should fire object, not move */
136 uint32 run_on:1; /* Player should keep moving in dir until run is off */
137 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
138 uint32 name_changed:1; /* If true, the player has set a name. */
139 uint32 peaceful:1; /* If set, won't attack friendly creatures */
140 uint32 hidden:1; /* If True, player (DM) is hidden from view */
141 uint32 explore:1; /* if True, player is in explore mode */
142 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
143
144 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
145 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
146
147 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
148 float last_weapon_sp; /* if diff than weapon_sp, update client */
149 uint16 last_flags; /* fire/run on flags for last tick */
150 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
151 sint32 last_weight_limit; /* Last weight limit transmitted to client */
152 uint32 last_path_attuned; /* Last spell attunment sent to client */
153 uint32 last_path_repelled; /* Last spell repelled sent to client */
154 uint32 last_path_denied; /* Last spell denied sent to client */
155 living orig_stats; /* Permanent real stats of player */
156 living last_stats; /* Last stats as sent to client */
157 float last_speed; /* Last speed as sent to client */
158 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
159 int Swap_First; /* First stat player has selected to swap */
160 object *last_used; /* Pointer to object last picked or applied */
161 uint32 last_used_id; /* Safety measures to be sure it's the same */
162 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
163 /* the player can see. For maps smaller than */
164 /* MAP_CLIENT_.., the upper left is used */
165
166 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
167 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
168 char maplevel[MAX_BUF]; /* On which level is the player? */
169 char spellparam[MAX_BUF]; /* What param to add to spells */
170
171 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
172 /* Note that for dragon players, this is filled in for them */
173 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
174
175 sint8 levhp[11]; /* What the player gained on that level */
176 sint8 levsp[11]; /* Same for sp */
177 sint8 levgrace[11]; /* And same for grace */
178
179 char killer[BIG_NAME]; /* Who killed this player. */
180 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
181
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
183 char input_buf[MAX_BUF]; /* Holds command to run */
184 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
185
186#ifdef SAVE_INTERVAL
187 time_t last_save_time;
188#endif /* SAVE_INTERVAL */
189#ifdef AUTOSAVE
190 uint32 last_save_tick;
191#endif
192 partylist *party; /* Party this player is part of */
193 partylist *party_to_join; /* used when player wants to join a party */
194 /* but we will have to get password first */
195 /* so we have to remember which party to */
196 /* join */
197 char search_str[MAX_BUF]; /* Item we are looking for */
198 sint16 encumbrance; /* How much our player is encumbered */
199 uint16 outputs_sync; /* How often to print, no matter what */
200 uint16 outputs_count; /* Print if this count is exceeded */
201 object *mark; /* marked object */
202 uint32 mark_count; /* count of mark object */
203 /* Special DM fields */
204 tag_t* stack_items; /* Item stack for patch/dump/... commands */
205 int stack_position; /* Current stack position, 0 for no item */
206};
207
208typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
209{
210 struct pl *next; /* Pointer to next player, NULL if this is last */
211 NewSocket socket; /* Socket information for this player */
212 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
213
214 void clear ()
215 { 102 {
216 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod)); 103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
217 attachable_clear (); 104 sint64 exp;
105 } party_kills[PARTY_KILL_LOG];
218 106
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 107 sint64 ACC (RW, total_exp);
220 outputs[i].buf = 0; 108 uint32 ACC (RW, kills);
221 } 109};
110
111#define for_all_players(var) for (player *var = first_player; var; var = var->next)
112
113INTERFACE_CLASS (player)
114struct player : zero_initialised, attachable
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 */
118 object_ptr ACC (RW, ob); /* The object representing the player */
119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t ACC (RW, petmode); /* which petmode? */
122 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 /* With the range names */
125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129
130 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_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_grace); /* Bonuses to regeneration speed of grace */
135 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 sint8 ACC (RW, last_level); /* Last level we sent to client */
138
139 /* Try to put all the bitfields together - saves some small amount of memory */
140 bool ACC (RO, braced); /* Will not move if braced, only attack */
141 bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */
142 bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */
143 bool ACC (RO, fire_on); /* Player should fire object, not move */
144 bool ACC (RO, run_on); /* Player should keep moving in dir until run is off */
145 bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */
146 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
147 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */
148 bool ACC (RO, explore); /* if True, player is in explore mode */
149
150 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
153 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
154 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
155 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
156 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
157 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
158 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
159 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 living ACC (RO, orig_stats); /* Permanent real stats of player */
162 living ACC (RO, last_stats); /* Last stats as sent to client */
163 float ACC (RW, last_speed); /* Last speed as sent to client */
164 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
167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
168 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
169 shstr ACC (RW, maplevel); /* 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 ACC (RW, levhp[11]); /* What the player gained on that level */
177 sint8 ACC (RW, levsp[11]); /* Same for sp */
178 sint8 ACC (RW, 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 */
200 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
201 /* the player can see. For maps smaller than */
202 /* MAP_CLIENT_.., the upper left is used */
203
204 shstr ACC (RW, invis_race); /* What race invisible to? */
205 bool ACC (RW, enable_save);
206 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
207
208 MTH static player *create ();
209 MTH static player *load (const char *path);
210 MTH void save (bool final = false);
211 void do_destroy ();
212 void gather_callbacks (AV *&callbacks, event_type event) const;
213
214 MTH void connect (client *ns);
215 MTH void disconnect ();
216
217 // enters the initial map, after login or creation
218 MTH void enter_map ();
219
220 ~player ();
221
222private:
223 void set_object (object *op);
222} player; 224 player ();
225};
223 226
224

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