--- deliantra/server/include/player.h 2007/01/07 02:39:14 1.43 +++ deliantra/server/include/player.h 2010/01/16 12:33:47 1.100 @@ -1,63 +1,43 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ - -#define NUM_OUTPUT_BUFS 5 -struct Output_Buf -{ - shstr buf; /* Actual string pointer */ - uint32 first_update; /* First time this message was stored */ - uint16 count; /* How many times we got this message */ -}; - -/* wand/rod/horn rolled into range_misc. They all use the same body location - * anyways. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ -enum rangetype -{ - range_bottom = -1, - range_none = 0, - range_bow = 1, - range_magic = 2, - range_misc = 3, - range_golem = 4, - range_skill = 5, - range_builder = 6, - range_size = 7 -}; +#ifndef PLAYER_H_ +#define PLAYER_H_ + +//+GPL enum bowtype_t { - bow_normal = 0, - bow_threewide = 1, + bow_normal = 0, + bow_threewide = 1, bow_spreadshot = 2, - bow_n = 3, /* must stay at 3 */ + bow_n = 3, /* must stay at 3 */ bow_ne = 4, - bow_e = 5, + bow_e = 5, bow_se = 6, - bow_s = 7, + bow_s = 7, bow_sw = 8, - bow_w = 9, + bow_w = 9, bow_nw = 10, /* must stay at 10 */ bow_bestarrow = 11 }; @@ -65,16 +45,16 @@ enum petmode_t { pet_normal = 0, - pet_sad = 1, + pet_sad = 1, pet_defend = 2, - pet_arena = 3 + pet_arena = 3, }; enum usekeytype { key_inventory = 0, - keyrings = 1, - containers = 2 + keyrings = 1, + containers = 2, }; /* This is used to control what to do when we need to unapply @@ -109,32 +89,35 @@ uint32 ACC (RW, kills); }; +// used for pet monster logic etc. +static inline bool +same_party (partylist *a, partylist *b) +{ + return a == b && a; +} + INTERFACE_CLASS (player) struct player : zero_initialised, attachable { - client *ACC (RO, ns); /* Socket information for this player */ - object *ACC (RW, ob); /* The object representing the player */ - int ACC (RO, active); - - rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ - bowtype_t ACC (RW, bowtype); /* which firemode? */ - petmode_t ACC (RW, petmode); /* which petmode? */ - object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ - /* That not all are used, it is just nice to map this 1:1 */ - /* With the range names */ - usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ - unapplymode ACC (RW, unapply); /* Method for auto unapply */ - uint32 ACC (RW, count); /* Any numbers typed before a command */ - uint32 ACC (RW, mode); /* Mode of player for pickup. */ - - sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ - sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ - sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ - sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ - sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ - sint16 ACC (RW, item_power); /* Total item power of objects equipped */ - uint8 ACC (RW, listening); /* Which priority will be used in info_all */ - sint8 ACC (RW, last_level); /* Last level we sent to client */ + client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ + object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ + object_vector_index ACC (RO, active); + + bowtype_t ACC (RW, bowtype); /* which firemode? */ + petmode_t ACC (RW, petmode); /* which petmode? */ + usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ + unapplymode ACC (RW, unapply); /* Method for auto unapply */ + uint32 ACC (RW, count); /* Any numbers typed before a command */ + uint32 ACC (RW, mode); /* Mode of player for pickup. */ + + int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ + int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ + int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ + int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ + int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ + int ACC (RW, item_power); /* Total item power of objects equipped */ + uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ + uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ /* Try to put all the bitfields together - saves some small amount of memory */ bool ACC (RW, braced); /* Will not move if braced, only attack */ @@ -142,27 +125,22 @@ bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ bool ACC (RW, fire_on); /* Player should fire object, not move */ bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ - bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */ bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ - - object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ - sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ + bool ACC (RW, dirty); // set if player is dirty (not reliable yet!) float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ - float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ - uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ - sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ - sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ - uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ - uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ - uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ + float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks living ACC (RO, orig_stats); /* Permanent real stats of player */ - living ACC (RO, last_stats); /* Last stats as sent to client */ - float ACC (RW, last_speed); /* Last speed as sent to client */ - sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ + object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ + object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks + object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks + object_ptr ACC (RW, golem); // the currently controlled golem + object_ptr ACC (RW, observe); // the object that is being observed (never 0) + object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0) + sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ shstr ACC (RW, savebed_map); /* map where player will respawn after death */ shstr ACC (RW, maplevel); /* On which level is the player? */ @@ -176,19 +154,18 @@ sint8 ACC (RW, levsp[11]); /* Same for sp */ sint8 ACC (RW, levgrace[11]); /* And same for grace */ - char ACC (RW, killer)[64]; /* Who killed this player. */ + object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ - char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ + float speed_left_save; // spee doptimisation, see process_players[12] + char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ - time_t ACC (RW, last_save_time); - uint32 ACC (RW, last_save_tick); partylist *ACC (RW, party); /* Party this player is part of */ partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ /* but we will have to get password first */ /* so we have to remember which party to */ /* join */ - char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ + char ACC (RW, search_str)[256]; /* Item we are looking for */ sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ @@ -196,17 +173,56 @@ /* Special DM fields */ tag_t *stack_items; /* Item stack for patch/dump/... commands */ int ACC (RW, stack_position); /* Current stack position, 0 for no item */ - sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ - /* the player can see. For maps smaller than */ - /* MAP_CLIENT_.., the upper left is used */ + sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ + /* the player can see. For maps smaller than */ + /* MAP_CLIENT_.., the center is used */ + +//-GPL + + // stats updates are very costly, so delay them if at all possible + bool ACC (RW, delayed_update); + void queue_stats_update () + { + delayed_update = true; + } + void need_updated_stats () + { + if (delayed_update) + ob->update_stats (); + } + + // return the los value for the given coordinate + MTH sint8 blocked_los (int dx, int dy) const + { + dx += LOS_X0; + dy += LOS_Y0; + + return 0 <= dx && dx < MAP_CLIENT_X + && 0 <= dy && dy < MAP_CLIENT_Y + ? los[dx][dy] : LOS_BLOCKED; + } + + // unchecked variant + sint8 blocked_los_uc (int dx, int dy) const + { + return los[dx + LOS_X0][dy + LOS_Y0]; + } + + MTH void clear_los (sint8 value = LOS_BLOCKED); + MTH void update_los (); shstr ACC (RW, invis_race); /* What race invisible to? */ - Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ + + MTH const_utf8_string killer_name () const; // makes a string out of ->killer MTH static player *create (); + static player *find (const_utf8_string name); static player *load_pl (object_thawer &thawer); - MTH static player *load_pl (const char *path); + MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } + + MTH void link_skills (); + MTH object *find_skill (shstr_cmp name) const; bool save_pl (object_freezer &freezer); MTH bool save_pl (const char *path); @@ -214,14 +230,56 @@ void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; + MTH dynbuf_text *expand_cfpod (const char *cfpod) const; + + MTH void touch () { dirty = true; } // need to touch when logged out and changed + + MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const + { + if (ns) + ns->play_sound (sound, dx, dy); + } + + // wether the player can "see" this mapspace or not, decided by los + // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range + MTH sint8 darkness_at (maptile *map, int x, int y) const; + MTH void connect (client *ns); MTH void disconnect (); MTH void activate (); MTH void deactivate (); - // enters the initial map, after login or creation - MTH void enter_map (); + MTH void chargen_race_done (); + MTH void chargen_race_next (); + + MTH void set_observe (object_ornull *ob); + MTH void set_viewpoint (object_ornull *ob); + + void send_msg (int color, const char *type, const char *msg) + { + ns->send_msg (color, type, msg); + } + + // a prominent box that can easily be escaped away or so + // should be used for informative output such as who, maps etc. + // will stay on-screen + MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK); + + // a prominent msg that signifies some important event, + // an improvement potion effect potion. should not be long. + // might time out after a while + MTH void statusmsg (const char *msg, int color = NDI_BLACK); + + // a prominent box that signifies some error such as a failed + // improvement potion. should not be long. + MTH void failmsg (const char *msg, int color = NDI_RED); + + MTH void update_spells () const + { + if (ns) + ns->update_spells = true; + } ~player (); @@ -235,6 +293,23 @@ extern playervec players; #define for_all_players(var) \ - for (int _i = 0; _i < players.size (); ++_i) \ - declvar (player *, var, players [_i]) + for (unsigned _i = 0; _i < ::players.size (); ++_i) \ + statementvar (player *, var, ::players [_i]) + +#define for_all_players_on_map(var,mapp) \ + for_all_players(var) \ + if ((var)->ob->map == (mapp)) + +inline void +object::statusmsg (const char *msg, int color) +{ + if (expect_true (contr)) contr->statusmsg (msg, color); +} + +inline void +object::failmsg (const char *msg, int color) +{ + if (expect_true (contr)) contr->failmsg (msg, color); +} +#endif