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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 1.47 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 23 */
24 24
25#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
26struct Output_Buf 26struct Output_Buf
27{ 27{
28 shstr buf; /* Actual string pointer */ 28 shstr buf; /* Actual string pointer */
107 107
108 sint64 ACC (RW, total_exp); 108 sint64 ACC (RW, total_exp);
109 uint32 ACC (RW, kills); 109 uint32 ACC (RW, kills);
110}; 110};
111 111
112#define for_all_players(var) for (player *var = first_player; var; var = var->next)
113
114INTERFACE_CLASS (player) 112INTERFACE_CLASS (player)
115struct player : zero_initialised, attachable 113struct player : zero_initialised, attachable
116{ 114{
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 */ 115 client *ACC (RO, ns); /* Socket information for this player */
119 object_ptr ACC (RW, ob); /* The object representing the player */ 116 object *ACC (RW, ob); /* The object representing the player */
117 int ACC (RO, active);
118
120 rangetype ACC (RW, 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 ACC (RW, bowtype); /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t ACC (RW, petmode); /* which petmode? */ 121 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 */ 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 ACC (RW, usekeys); /* Method for finding keys for doors */ 125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
127 unapplymode ACC (RW, 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
133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
134 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 */
135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
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 */
139 137
140 /* Try to put all the bitfields together - saves some small amount of memory */ 138 /* 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 */ 139 bool ACC (RW, braced); /* Will not move if braced, only attack */
142 bool ACC (RO, tmp_invis); /* Will invis go away when we attack ? */ 140 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 */ 141 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 */ 142 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 */ 143 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 */ 144 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
147 bool ACC (RO, peaceful); /* If set, won't attack friendly creatures */ 145 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
148 bool ACC (RO, hidden); /* If True, player (DM) is hidden from view */ 146 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
149 bool ACC (RO, explore); /* if True, player is in explore mode */
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 */
153 147
154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 148 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 */
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 */ 149 living ACC (RO, orig_stats); /* Permanent real stats of player */
163 living ACC (RO, last_stats); /* Last stats as sent to client */ 150 object_ptr last_skill_ob[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 */ 151 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
167 152
168 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 153 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 */ 154 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
170 shstr ACC (RW, maplevel); /* On which level is the player? */ 155 shstr ACC (RW, maplevel); /* On which level is the player? */
181 char ACC (RW, killer)[64]; /* Who killed this player. */ 166 char ACC (RW, killer)[64]; /* Who killed this player. */
182 167
183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 168 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 */ 169 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
185 170
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 */ 171 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 */ 172 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
190 /* but we will have to get password first */ 173 /* but we will have to get password first */
191 /* so we have to remember which party to */ 174 /* so we have to remember which party to */
192 /* join */ 175 /* join */
201 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 184 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
202 /* the player can see. For maps smaller than */ 185 /* the player can see. For maps smaller than */
203 /* MAP_CLIENT_.., the upper left is used */ 186 /* MAP_CLIENT_.., the upper left is used */
204 187
205 shstr ACC (RW, invis_race); /* What race invisible to? */ 188 shstr ACC (RW, invis_race); /* What race invisible to? */
206 bool ACC (RW, enable_save);
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 189 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
208 190
209 MTH static player *create (); 191 MTH static player *create ();
192
193 static player *load_pl (object_thawer &thawer);
210 MTH static player *load (const char *path); 194 MTH static player *load_pl (const char *path);
211 MTH void save (bool final = false); 195
196 bool save_pl (object_freezer &freezer);
197 MTH bool save_pl (const char *path);
198
212 void do_destroy (); 199 void do_destroy ();
213 void gather_callbacks (AV *&callbacks, event_type event) const; 200 void gather_callbacks (AV *&callbacks, event_type event) const;
214 201
202 // wether the player can "see" this mapspace or not, decided by los
203 // 0 - nothing see, 100 - fully visible
204 MTH sint8 visibility_at (maptile *map, int x, int y) const;
205
215 MTH void connect (client *ns); 206 MTH void connect (client *ns);
216 MTH void disconnect (); 207 MTH void disconnect ();
208
209 MTH void activate ();
210 MTH void deactivate ();
217 211
218 // enters the initial map, after login or creation 212 // enters the initial map, after login or creation
219 MTH void enter_map (); 213 MTH void enter_map ();
220 214
221 ~player (); 215 ~player ();
223private: 217private:
224 void set_object (object *op); 218 void set_object (object *op);
225 player (); 219 player ();
226}; 220};
227 221
222typedef object_vector<player, &player::active> playervec;
223
224extern playervec players;
225
226#define for_all_players(var) \
227 for (unsigned _i = 0; _i < players.size (); ++_i) \
228 declvar (player *, var, players [_i])
229

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