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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.33 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.41 by root, Thu Jan 4 00:08:07 2007 UTC

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}; 90};
91 91
92/* not really the player, but tied pretty closely */ 92/* not really the player, but tied pretty closely */
93INTERFACE_CLASS (partylist)
93struct partylist 94struct partylist
94{ 95{
95 char *partyleader; 96 char *ACC (RW, partyleader);
96 char passwd[9]; 97 char ACC (RW, passwd)[9];
97 partylist *next; 98 partylist *ACC (RW, next);
98 char *partyname; 99 char *ACC (RW, partyname);
99 100
100#ifdef PARTY_KILL_LOG
101 struct party_kill 101 struct party_kill
102 { 102 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp; 104 sint64 exp;
105 } party_kills[PARTY_KILL_LOG]; 105 } party_kills[PARTY_KILL_LOG];
106#endif 106
107 sint64 total_exp; 107 sint64 ACC (RW, total_exp);
108 uint32 kills; 108 uint32 ACC (RW, kills);
109}; 109};
110 110
111#define for_all_players(var) for (player *var = first_player; var; var = var->next) 111#define for_all_players(var) for (player *var = first_player; var; var = var->next)
112 112
113ACC_CLASS (player) 113INTERFACE_CLASS (player)
114struct player : zero_initialised, refcounted, attachable<player> 114struct player : zero_initialised, attachable
115{ 115{
116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ 116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
117 client *ACC (RO, ns); /* Socket information for this player */ 117 client_ptr ACC (RO, ns); /* Socket information for this player */
118 object_ptr ACC (RW, ob); /* The object representing the player */ 118 object_ptr ACC (RW, ob); /* The object representing the player */
119 maptile *loading; /* When entering a map in progress of loading, not really used */
120 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
121 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t petmode; /* which petmode? */ 121 petmode_t ACC (RW, petmode); /* which petmode? */
123 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 */
124 /* 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 */
125 /* With the range names */ 124 /* With the range names */
126 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
127 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
128 uint32 ACC (RW, count); /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
129 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
130 129
131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
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, peaceful):1; /* If set, won't attack friendly creatures */ 146 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */
148 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 */
149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 148 bool ACC (RO, explore); /* if True, player is in explore mode */
150 149
151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
152 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 */
153 152
154 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 */
160 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 */
161 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 */
162 living ACC (RO, orig_stats); /* Permanent real stats of player */ 161 living ACC (RO, orig_stats); /* Permanent real stats of player */
163 living ACC (RO, last_stats); /* Last stats as sent to client */ 162 living ACC (RO, last_stats); /* Last stats as sent to client */
164 float ACC (RW, last_speed); /* Last speed as sent to client */ 163 float ACC (RW, last_speed); /* Last speed as sent to client */
165 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 164 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 */ 165 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
167 166
168 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) */
169 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 */
170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 169 shstr ACC (RW, maplevel); /* On which level is the player? */
171 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 */
172 171
173 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 */
174 /* Note that for dragon players, this is filled in for them */ 173 /* Note that for dragon players, this is filled in for them */
175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
176 175
177 sint8 levhp[11]; /* What the player gained on that level */ 176 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
178 sint8 levsp[11]; /* Same for sp */ 177 sint8 ACC (RW, levsp[11]); /* Same for sp */
179 sint8 levgrace[11]; /* And same for grace */ 178 sint8 ACC (RW, levgrace[11]); /* And same for grace */
180 179
181 char ACC (RW, killer)[64]; /* Who killed this player. */ 180 char ACC (RW, killer)[64]; /* Who killed this player. */
182 181
183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 182 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 */ 183 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
204 203
205 shstr ACC (RW, invis_race); /* What race invisible to? */ 204 shstr ACC (RW, invis_race); /* What race invisible to? */
206 bool ACC (RW, enable_save); 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 */
208 207
209 static player *create (); 208 MTH static player *create ();
210 static player *load (const char *path); 209 MTH static player *load (const char *path);
211 void save (bool final = false); 210 MTH void save (bool final = false);
211 void do_destroy ();
212 void gather_callbacks (AV *&callbacks, event_type event) const;
212 213
213 void connect (client *ns); 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 ();
214 219
215 ~player (); 220 ~player ();
216 221
217private: 222private:
218 void set_object (object *op); 223 void set_object (object *op);

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