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Comparing deliantra/server/include/player.h (file contents):
Revision 1.42 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.116 by root, Wed Dec 5 19:03:26 2018 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 The authors can be reached via e-mail at crossfire@schmorp.de 23 * The authors can be reached via e-mail to <support@deliantra.net>
23*/
24
25#define NUM_OUTPUT_BUFS 5
26struct Output_Buf
27{
28 shstr buf; /* Actual string pointer */
29 uint32 first_update; /* First time this message was stored */
30 uint16 count; /* How many times we got this message */
31};
32
33/* wand/rod/horn rolled into range_misc. They all use the same body location
34 * anyways.
35 */ 24 */
36enum rangetype 25
37{ 26#ifndef PLAYER_H_
38 range_bottom = -1, 27#define PLAYER_H_
39 range_none = 0, 28
40 range_bow = 1, 29//+GPL
41 range_magic = 2,
42 range_misc = 3,
43 range_golem = 4,
44 range_skill = 5,
45 range_builder = 6,
46 range_size = 7
47};
48 30
49enum bowtype_t 31enum bowtype_t
50{ 32{
51 bow_normal = 0, 33 bow_normal = 0,
52 bow_threewide = 1, 34 bow_threewide = 1,
53 bow_spreadshot = 2, 35 bow_spreadshot = 2,
54 bow_n = 3, /* must stay at 3 */ 36 bow_n = 3, /* must stay at 3 */
55 bow_ne = 4, 37 bow_ne = 4,
56 bow_e = 5, 38 bow_e = 5,
57 bow_se = 6, 39 bow_se = 6,
58 bow_s = 7, 40 bow_s = 7,
59 bow_sw = 8, 41 bow_sw = 8,
60 bow_w = 9, 42 bow_w = 9,
61 bow_nw = 10, /* must stay at 10 */ 43 bow_nw = 10, /* must stay at 10 */
62 bow_bestarrow = 11 44 bow_bestarrow = 11
63}; 45};
64 46
65enum petmode_t 47enum petmode_t
66{ 48{
67 pet_normal = 0, 49 pet_normal = 0,
68 pet_sad = 1, 50 pet_sad = 1,
69 pet_defend = 2, 51 pet_defend = 2,
70 pet_arena = 3 52 pet_arena = 3,
71}; 53};
72 54
73enum usekeytype 55enum usekeytype
74{ 56{
75 key_inventory = 0, 57 key_inventory = 0,
76 keyrings = 1, 58 keyrings = 1,
77 containers = 2 59 containers = 2,
78}; 60};
79 61
80/* This is used to control what to do when we need to unapply 62/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 63 * an object before we can apply another one.
82 */ 64 */
92 74
93/* not really the player, but tied pretty closely */ 75/* not really the player, but tied pretty closely */
94INTERFACE_CLASS (partylist) 76INTERFACE_CLASS (partylist)
95struct partylist 77struct partylist
96{ 78{
97 char *ACC (RW, partyleader); 79 utf8_string ACC (RW, partyleader);
98 char ACC (RW, passwd)[9]; 80 char ACC (RW, passwd)[9];
99 partylist *ACC (RW, next); 81 partylist *ACC (RW, next);
100 char *ACC (RW, partyname); 82 utf8_string ACC (RW, partyname);
101 83
102 struct party_kill 84 struct party_kill
103 { 85 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 86 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp; 87 sint64 exp;
107 89
108 sint64 ACC (RW, total_exp); 90 sint64 ACC (RW, total_exp);
109 uint32 ACC (RW, kills); 91 uint32 ACC (RW, kills);
110}; 92};
111 93
112#define for_all_players(var) for (player *var = first_player; var; var = var->next) 94// used for pet monster logic etc.
95static inline bool
96same_party (partylist *a, partylist *b)
97{
98 return a == b && a;
99}
113 100
114INTERFACE_CLASS (player) 101INTERFACE_CLASS (player)
115struct player : zero_initialised, attachable 102struct player : zero_initialised, attachable
116{ 103{
117 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
118 client_ptr ACC (RO, ns); /* Socket information for this player */ 104 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
119 object_ptr ACC (RW, ob); /* The object representing the player */ 105 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ 106 object_vector_index ACC (RO, active);
107
121 bowtype_t ACC (RW, bowtype); /* which firemode? */ 108 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t ACC (RW, petmode); /* which petmode? */ 109 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 */ 110 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
127 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 111 unapplymode ACC (RW, unapply); /* Method for auto unapply */
128 uint32 ACC (RW, count); /* Any numbers typed before a command */ 112 uint32 ACC (RW, count); /* Any numbers typed before a command */
129 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 113 uint32 ACC (RW, mode); /* Mode of player for pickup. */
130 114
131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 115 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 116 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 117 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
134 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 118 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 119 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 120 int ACC (RW, item_power); /* Total item power of objects equipped */
137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 121 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */ 122 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
139 123
140 /* Try to put all the bitfields together - saves some small amount of memory */ 124 /* Try to put all the bitfields together - saves some small amount of memory */
141 bool ACC (RO, braced); /* Will not move if braced, only attack */ 125 bool ACC (RW, braced); /* Will not move if braced, only attack */
142 bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */ 126 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
143 bool ACC (RO, do_los); /* If true, need to call update_los() in draw(), and clear */ 127 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
144 bool ACC (RO, fire_on); /* Player should fire object, not move */ 128 bool ACC (RW, fire_on); /* Player should fire object, not move */
145 bool ACC (RO, run_on); /* Player should keep moving in dir until run is off */ 129 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
146 bool ACC (RO, has_hit); /* If set, weapon_sp instead of speed will count */
147 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */ 130 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
148 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */ 131 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
149 bool ACC (RO, explore); /* if True, player is in explore mode */ 132 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 */
153 133
154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 134 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 */ 135 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 */ 136 living ACC (RO, orig_stats); /* Permanent real stats of player */
163 living ACC (RO, last_stats); /* Last stats as sent to client */ 137 object_ptr last_skill_ob[CS_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 */ 138 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
139
140 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
141 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
142 object_ptr ACC (RW, golem); // the currently controlled golem
143 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
144 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
167 145
168 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 146 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
169 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 147 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
170 shstr ACC (RW, maplevel); /* On which level is the player? */ 148 shstr ACC (RW, maplevel); /* On which level is the player? */
171 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 149 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
176 154
177 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 155 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
178 sint8 ACC (RW, levsp[11]); /* Same for sp */ 156 sint8 ACC (RW, levsp[11]); /* Same for sp */
179 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 157 sint8 ACC (RW, levgrace[11]); /* And same for grace */
180 158
181 char ACC (RW, killer)[64]; /* Who killed this player. */ 159 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
182 160
161 float speed_left_save; // speed optimisation, see process_players[12]
183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 162 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 */ 163 char ACC (RW, password)[256]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
185 164
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 */ 165 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 */ 166 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
190 /* but we will have to get password first */ 167 /* but we will have to get password first */
191 /* so we have to remember which party to */ 168 /* so we have to remember which party to */
192 /* join */ 169 /* join */
193 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 170 char ACC (RW, search_str)[256]; /* Item we are looking for */
194 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 171 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
195 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ 172 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
196 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 173 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
197 object_ptr ACC (RW, mark); /* marked object */ 174 object_ptr ACC (RW, mark); /* marked object */
198 /* Special DM fields */ 175 /* Special DM fields */
199 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 176 tag_t *stack_items; /* Item stack for patch/dump/... commands */
200 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 177 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
201 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 178 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
202 /* the player can see. For maps smaller than */ 179 /* the player can see. For maps smaller than */
203 /* MAP_CLIENT_.., the upper left is used */ 180 /* MAP_CLIENT_.., the center is used */
181
182//-GPL
183
184 // stats updates are very costly, so delay them if at all possible
185 bool ACC (RW, delayed_update);
186 void queue_stats_update ()
187 {
188 delayed_update = true;
189 }
190 void need_updated_stats ()
191 {
192 if (delayed_update)
193 ob->update_stats ();
194 }
195
196#if 0
197 enum {
198 SA_SPELLS = 1<<0,
199 SA_EXP = 1<<1,
200 };
201
202 uint8 ACxC (RW, stat_update_flags);
203
204 void need_stat_update (int flags)
205 {
206 stat_update_flags |= flags;
207 }
208#endif
209
210 // return the los value for the given coordinate
211 MTH sint8 blocked_los (int dx, int dy) const
212 {
213 dx += LOS_X0;
214 dy += LOS_Y0;
215
216 return 0 <= dx && dx < MAP_CLIENT_X
217 && 0 <= dy && dy < MAP_CLIENT_Y
218 ? los[dx][dy] : LOS_BLOCKED;
219 }
220
221 // unchecked variant
222 sint8 blocked_los_uc (int dx, int dy) const
223 {
224 return los[dx + LOS_X0][dy + LOS_Y0];
225 }
226
227 MTH void clear_los (sint8 value = LOS_BLOCKED);
228 MTH void update_los ();
204 229
205 shstr ACC (RW, invis_race); /* What race invisible to? */ 230 shstr ACC (RW, invis_race); /* What race invisible to? */
206 bool ACC (RW, enable_save); 231
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 232 MTH const_utf8_string killer_name () const; // makes a string out of ->killer
208 233
209 MTH static player *create (); 234 MTH static player *create ();
210 MTH static player *load (const char *path); 235 static player *find (const_utf8_string name);
211 MTH void save (bool final = false); 236
237 static player *load_pl (object_thawer &thawer);
238 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
239
240 MTH void link_skills ();
241 MTH object *find_skill (shstr_cmp name) const;
242
243 bool save_pl (object_freezer &freezer);
244 MTH bool save_pl (const_octet_string path);
245
212 void do_destroy (); 246 void do_destroy ();
213 void gather_callbacks (AV *&callbacks, event_type event) const; 247 void gather_callbacks (AV *&callbacks, event_type event) const;
214 248
249 MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
250 static dynbuf_text *expand_cfpod (int hintmode, int gender, const_utf8_string cfpod);
251
252 MTH void touch () { dirty = true; } // need to touch when logged out and changed
253
254 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
255 {
256 if (ns)
257 ns->play_sound (sound, dx, dy);
258 }
259
260 // wether the player can "see" this mapspace or not, decided by los
261 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
262 MTH sint8 darkness_at (maptile *map, int x, int y) const;
263
215 MTH void connect (client *ns); 264 MTH void connect (client *ns);
216 MTH void disconnect (); 265 MTH void disconnect ();
217 266
218 // enters the initial map, after login or creation 267 MTH void activate ();
219 MTH void enter_map (); 268 MTH void deactivate ();
269
270 MTH void chargen_race_done ();
271 MTH void chargen_race_next ();
272
273 MTH void set_observe (object_ornull *ob);
274 MTH void set_viewpoint (object_ornull *ob);
275
276 void send_msg (int color, const_utf8_string type, const_utf8_string msg)
277 {
278 ns->send_msg (color, type, msg);
279 }
280
281 // a prominent box that can easily be escaped away or so
282 // should be used for informative output such as who, maps etc.
283 // will stay on-screen
284 MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
285
286 // a prominent msg that signifies some important event,
287 // an improvement potion effect potion. should not be long.
288 // might time out after a while
289 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
290
291 // a prominent box that signifies some error such as a failed
292 // improvement potion. should not be long.
293 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
294 void failmsgf (const_utf8_string format, ...); // always NDI_RED
295
296 MTH void update_spells () const
297 {
298 if (ns)
299 ns->update_spells = true;
300 }
220 301
221 ~player (); 302 ~player ();
222 303
223private: 304private:
224 void set_object (object *op); 305 void set_object (object *op);
225 player (); 306 player ();
226}; 307};
227 308
309typedef object_vector<player, &player::active> playervec;
310
311extern playervec players;
312
313#define for_all_players(var) \
314 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
315 statementvar (player *, var, ::players [_i])
316
317#define for_all_players_on_map(var,mapp) \
318 for_all_players(var) \
319 if ((var)->ob->map == (mapp))
320
321inline void
322object::statusmsg (const_utf8_string msg, int color)
323{
324 if (ecb_expect_true (contr)) contr->statusmsg (msg, color);
325}
326
327inline void
328object::failmsg (const_utf8_string msg, int color)
329{
330 if (ecb_expect_true (contr)) contr->failmsg (msg, color);
331}
332
333#endif
334

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