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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.3 by root, Wed Apr 19 08:25:25 2006 UTC vs.
Revision 1.41 by root, Thu Jan 4 00:08:07 2007 UTC

1/*
2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.3 2006/04/19 08:25:25 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 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
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 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
27*/ 22*/
28 23
29#define NUM_OUTPUT_BUFS 5 24#define NUM_OUTPUT_BUFS 5
30typedef struct { 25struct Output_Buf
31 const char *buf; /* Actual string pointer */ 26{
27 shstr buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */ 28 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */ 29 uint16 count; /* How many times we got this message */
34} Output_Buf; 30};
35
36 31
37/* 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
38 * anyways. 33 * anyways.
39 */ 34 */
40typedef enum rangetype { 35enum rangetype
36{
41 range_bottom = -1, 37 range_bottom = -1,
42 range_none = 0, 38 range_none = 0,
43 range_bow = 1, 39 range_bow = 1,
44 range_magic = 2, 40 range_magic = 2,
45 range_misc = 3, 41 range_misc = 3,
46 range_golem = 4, 42 range_golem = 4,
47 range_skill = 5, 43 range_skill = 5,
48 range_builder = 6, 44 range_builder = 6,
49 range_size = 7 45 range_size = 7
50} rangetype; 46};
51 47
52typedef enum _bowtype { 48enum bowtype_t
49{
53 bow_normal = 0, 50 bow_normal = 0,
54 bow_threewide = 1, 51 bow_threewide = 1,
55 bow_spreadshot = 2, 52 bow_spreadshot = 2,
56 bow_n = 3, /* must stay at 3 */ 53 bow_n = 3, /* must stay at 3 */
57 bow_ne = 4, 54 bow_ne = 4,
58 bow_e = 5, 55 bow_e = 5,
59 bow_se = 6, 56 bow_se = 6,
60 bow_s = 7, 57 bow_s = 7,
61 bow_sw = 8, 58 bow_sw = 8,
62 bow_w = 9, 59 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */ 60 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11 61 bow_bestarrow = 11
65} bowtype_t; 62};
66 63
67typedef enum _petmode { 64enum petmode_t
65{
68 pet_normal = 0, 66 pet_normal = 0,
69 pet_sad = 1, 67 pet_sad = 1,
70 pet_defend = 2, 68 pet_defend = 2,
71 pet_arena = 3 69 pet_arena = 3
72} petmode_t; 70};
73 71
74typedef enum usekeytype { 72enum usekeytype
73{
75 key_inventory=0, 74 key_inventory = 0,
76 keyrings=1, 75 keyrings = 1,
77 containers=2 76 containers = 2
78} usekeytype; 77};
79 78
80/* 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
81 * an object before we can apply another one. 80 * an object before we can apply another one.
82 */ 81 */
83typedef enum unapplymode { 82enum unapplymode
83{
84 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 */
85 unapply_never=1, /* will not unapply objects automatically */ 85 unapply_never = 1, /* will not unapply objects automatically */
86 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 86 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */ 87 /* no choice - if there are multiple ojbect of the same type */
88 /* 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 */
89 /* to control which of these will be unapplied. */ 89 /* to control which of these will be unapplied. */
90} unapplymode; 90};
91 91
92/* not really the player, but tied pretty closely */ 92/* not really the player, but tied pretty closely */
93typedef struct party_struct { 93INTERFACE_CLASS (partylist)
94struct partylist
95{
94 char * partyleader; 96 char *ACC (RW, partyleader);
95 char passwd[9]; 97 char ACC (RW, passwd)[9];
96 struct party_struct *next; 98 partylist *ACC (RW, next);
97 char *partyname; 99 char *ACC (RW, partyname);
98 100
99#ifdef PARTY_KILL_LOG
100 struct party_kill { 101 struct party_kill
102 {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
102 sint64 exp; 104 sint64 exp;
103 } party_kills[PARTY_KILL_LOG]; 105 } party_kills[PARTY_KILL_LOG];
104#endif 106
105 sint64 total_exp; 107 sint64 ACC (RW, total_exp);
106 uint32 kills; 108 uint32 ACC (RW, kills);
107} partylist; 109};
108 110
109// the layout of this structure cnanot be changed unless adjusting the inialisation code 111#define for_all_players(var) for (player *var = first_player; var; var = var->next)
110// in server/player.c:get_player has been verified. 112
111typedef struct pl { 113INTERFACE_CLASS (player)
114struct player : zero_initialised, attachable
115{
112 struct pl *next; /* Pointer to next player, NULL if this is last */ 116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
113 NewSocket socket; /* Socket information for this player */ 117 client_ptr ACC (RO, ns); /* Socket information for this player */
114 object *ob; /* The object representing the player */ 118 object_ptr ACC (RW, ob); /* The object representing the player */
115 struct mapdef *loading; /* When entering a map in progress of loading, not really used */
116 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
117 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
118 petmode_t petmode; /* which petmode? */ 121 petmode_t ACC (RW, petmode); /* which petmode? */
119 object *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 */
120 /* 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 */
121 /* With the range names */ 124 /* With the range names */
122 uint32 golem_count; /* To track the golem */
123 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
124 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
125 uint32 count; /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
126 uint32 mode; /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
127 129
128 sint8 digestion; /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
129 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
130 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
131 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
132 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
133 sint16 item_power; /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
134 uint8 state; /* Input state of the player (name, password, etc */
135 uint8 listening; /* Which priority will be used in info_all */ 136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
136 sint8 last_level; /* Last level we sent to client */ 137 sint8 ACC (RW, last_level); /* Last level we sent to client */
137 138
138 /* 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 */
139 uint32 braced:1; /* Will not move if braced, only attack */ 140 bool ACC (RO, braced); /* Will not move if braced, only attack */
140 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 141 bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */
141 const char *invis_race; /* What race invisible to? */
142 uint32 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 */
143 uint32 fire_on:1; /* Player should fire object, not move */ 143 bool ACC (RO, fire_on); /* Player should fire object, not move */
144 uint32 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 */
145 uint32 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 */
146 uint32 name_changed:1; /* If true, the player has set a name. */
147 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 146 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
148 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 147 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */
149 uint32 explore:1; /* if True, player is in explore mode */ 148 bool ACC (RO, explore); /* if True, player is in explore mode */
150 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
151 149
152 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
153 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 */
154 152
155 float 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 */
156 float last_weapon_sp; /* if diff than weapon_sp, update client */ 154 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
157 uint16 last_flags; /* fire/run on flags for last tick */ 155 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
158 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ 156 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
159 sint32 last_weight_limit; /* Last weight limit transmitted to client */ 157 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
160 uint32 last_path_attuned; /* Last spell attunment sent to client */ 158 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
161 uint32 last_path_repelled; /* Last spell repelled sent to client */ 159 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
162 uint32 last_path_denied; /* Last spell denied sent to client */ 160 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
163 living orig_stats; /* Permanent real stats of player */ 161 living ACC (RO, orig_stats); /* Permanent real stats of player */
164 living last_stats; /* Last stats as sent to client */ 162 living ACC (RO, last_stats); /* Last stats as sent to client */
165 float last_speed; /* Last speed as sent to client */ 163 float ACC (RW, last_speed); /* Last speed as sent to client */
166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 164 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 *last_used; /* Pointer to object last picked or applied */ 165 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
169 uint32 last_used_id; /* Safety measures to be sure it's the same */
170 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
171 /* the player can see. For maps smaller than */
172 /* MAP_CLIENT_.., the upper left is used */
173 166
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
175 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 168 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */ 169 shstr ACC (RW, maplevel); /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */ 170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
178 171
179 char 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 */
180 /* Note that for dragon players, this is filled in for them */ 173 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
182 175
183 sint8 levhp[11]; /* What the player gained on that level */ 176 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */ 177 sint8 ACC (RW, levsp[11]); /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */ 178 sint8 ACC (RW, levgrace[11]); /* And same for grace */
186 179
187 char killer[BIG_NAME]; /* Who killed this player. */ 180 char ACC (RW, killer)[64]; /* Who killed this player. */
188 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
189 181
190 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
191 char input_buf[MAX_BUF]; /* Holds command to run */
192 char 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 */
193 184
194#ifdef SAVE_INTERVAL
195 time_t last_save_time; 185 time_t ACC (RW, last_save_time);
196#endif /* SAVE_INTERVAL */
197#ifdef AUTOSAVE
198 uint32 last_save_tick; 186 uint32 ACC (RW, last_save_tick);
199#endif
200 partylist *party; /* Party this player is part of */ 187 partylist *ACC (RW, party); /* Party this player is part of */
201 partylist *party_to_join; /* used when player wants to join a party */ 188 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
202 /* but we will have to get password first */ 189 /* but we will have to get password first */
203 /* so we have to remember which party to */ 190 /* so we have to remember which party to */
204 /* join */ 191 /* join */
205 char search_str[MAX_BUF]; /* Item we are looking for */ 192 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
206 sint16 encumbrance; /* How much our player is encumbered */ 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);
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 206 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
208 uint16 outputs_sync; /* How often to print, no matter what */ 207
209 uint16 outputs_count; /* Print if this count is exceeded */ 208 MTH static player *create ();
210 object *mark; /* marked object */ 209 MTH static player *load (const char *path);
211 uint32 mark_count; /* count of mark object */ 210 MTH void save (bool final = false);
212 object *transport; /* transport the player is in */ 211 void do_destroy ();
213 /* Special DM fields */ 212 void gather_callbacks (AV *&callbacks, event_type event) const;
214 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 213
215 int stack_position; /* Current stack position, 0 for no item */ 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);
216} player; 224 player ();
225};
226

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