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 1.22 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.41 by root, Thu Jan 4 00:08:07 2007 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
17 16
18 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
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 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
23*/ 22*/
24 23
25#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
26struct Output_Buf 25struct Output_Buf
27{ 26{
89 /* 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 */
90 /* to control which of these will be unapplied. */ 89 /* to control which of these will be unapplied. */
91}; 90};
92 91
93/* not really the player, but tied pretty closely */ 92/* not really the player, but tied pretty closely */
93INTERFACE_CLASS (partylist)
94struct partylist 94struct partylist
95{ 95{
96 char *partyleader; 96 char *ACC (RW, partyleader);
97 char passwd[9]; 97 char ACC (RW, passwd)[9];
98 partylist *next; 98 partylist *ACC (RW, next);
99 char *partyname; 99 char *ACC (RW, partyname);
100 100
101#ifdef PARTY_KILL_LOG
102 struct party_kill 101 struct party_kill
103 { 102 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp; 104 sint64 exp;
106 } party_kills[PARTY_KILL_LOG]; 105 } party_kills[PARTY_KILL_LOG];
107#endif 106
108 sint64 total_exp; 107 sint64 ACC (RW, total_exp);
109 uint32 kills; 108 uint32 ACC (RW, 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 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t petmode; /* which petmode? */ 121 petmode_t ACC (RW, petmode); /* which petmode? */
122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */ 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 */ 123 /* That not all are used, it is just nice to map this 1:1 */
124 /* With the range names */ 124 /* With the range names */
125 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 129
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 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 */ 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 */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 135 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 */ 136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 137 sint8 ACC (RW, last_level); /* Last level we sent to client */
139 138
140 /* Try to put all the bitfields together - saves some small amount of memory */ 139 /* 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 */ 140 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 ? */ 141 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 */ 142 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 */ 143 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 */ 144 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 */ 145 bool ACC (RO, has_hit); /* 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 */ 146 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
149 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 147 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */
150 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 148 bool ACC (RO, explore); /* if True, player is in explore mode */
151 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
152 149
153 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
154 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
155 152
156 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 153 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
162 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ 159 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
163 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ 160 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
164 living ACC (RO, orig_stats); /* Permanent real stats of player */ 161 living ACC (RO, orig_stats); /* Permanent real stats of player */
165 living ACC (RO, last_stats); /* Last stats as sent to client */ 162 living ACC (RO, last_stats); /* Last stats as sent to client */
166 float ACC (RW, last_speed); /* Last speed as sent to client */ 163 float ACC (RW, last_speed); /* Last speed as sent to client */
167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 164 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
168 int Swap_First; /* First stat player has selected to swap */
169 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 165 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
170 166
171 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
172 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 168 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
173 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 169 shstr ACC (RW, maplevel); /* On which level is the player? */
174 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
175 171
176 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 172 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
177 /* Note that for dragon players, this is filled in for them */ 173 /* Note that for dragon players, this is filled in for them */
178 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
179 175
180 sint8 levhp[11]; /* What the player gained on that level */ 176 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
181 sint8 levsp[11]; /* Same for sp */ 177 sint8 ACC (RW, levsp[11]); /* Same for sp */
182 sint8 levgrace[11]; /* And same for grace */ 178 sint8 ACC (RW, levgrace[11]); /* And same for grace */
183 179
184 char ACC (RW, killer)[64]; /* Who killed this player. */ 180 char ACC (RW, killer)[64]; /* Who killed this player. */
185 181
186 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
187 char input_buf[MAX_BUF]; /* Holds command to run */
188 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 183 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
189 184
190 time_t ACC (RW, last_save_time); 185 time_t ACC (RW, last_save_time);
191 uint32 ACC (RW, last_save_tick); 186 uint32 ACC (RW, last_save_tick);
192 partylist *ACC (RW, party); /* Party this player is part of */ 187 partylist *ACC (RW, party); /* Party this player is part of */
201 object_ptr ACC (RW, mark); /* marked object */ 196 object_ptr ACC (RW, mark); /* marked object */
202 /* Special DM fields */ 197 /* Special DM fields */
203 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 198 tag_t *stack_items; /* Item stack for patch/dump/... commands */
204 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 199 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
205 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 200 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
206 /* the player can see. For maps smaller than */ 201 /* the player can see. For maps smaller than */
207 /* MAP_CLIENT_.., the upper left is used */ 202 /* MAP_CLIENT_.., the upper left is used */
208};
209 203
210struct player : zero_initialised, attachable<player>, player_pod 204 shstr ACC (RW, invis_race); /* What race invisible to? */
211{ 205 bool ACC (RW, enable_save);
212 player *next; /* Pointer to next player, NULL if this is last */
213 client_socket socket; /* Socket information for this player */
214 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 206 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
215 shstr invis_race; /* What race invisible to? */
216 207
217 void clear () 208 MTH static player *create ();
218 { 209 MTH static player *load (const char *path);
219 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); 210 MTH void save (bool final = false);
220 attachable_clear (); 211 void do_destroy ();
221 invis_race = 0; 212 void gather_callbacks (AV *&callbacks, event_type event) const;
222 213
223 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 214 MTH void connect (client *ns);
224 outputs[i].buf = 0; 215 MTH void disconnect ();
225 }
226};
227 216
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);
224 player ();
225};
226

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines