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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.31 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.43 by root, Sun Jan 7 02:39:14 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) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 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
8 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
88 /* that need to be unapplied, there is no way for the player */ 89 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */ 90 /* to control which of these will be unapplied. */
90}; 91};
91 92
92/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
94INTERFACE_CLASS (partylist)
93struct partylist 95struct partylist
94{ 96{
95 char *partyleader; 97 char *ACC (RW, partyleader);
96 char passwd[9]; 98 char ACC (RW, passwd)[9];
97 partylist *next; 99 partylist *ACC (RW, next);
98 char *partyname; 100 char *ACC (RW, partyname);
99 101
100#ifdef PARTY_KILL_LOG
101 struct party_kill 102 struct party_kill
102 { 103 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp; 105 sint64 exp;
105 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
106#endif 107
107 sint64 total_exp; 108 sint64 ACC (RW, total_exp);
108 uint32 kills; 109 uint32 ACC (RW, kills);
109}; 110};
110 111
111ACC_CLASS (player) 112INTERFACE_CLASS (player)
112 113struct player : zero_initialised, attachable
113// memsettable part of player
114struct player_pod
115{ 114{
115 client *ACC (RO, ns); /* Socket information for this player */
116 object_ptr ACC (RW, ob); /* The object representing the player */ 116 object *ACC (RW, ob); /* The object representing the player */
117 maptile *loading; /* When entering a map in progress of loading, not really used */ 117 int ACC (RO, active);
118
118 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
119 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
120 petmode_t petmode; /* which petmode? */ 121 petmode_t ACC (RW, petmode); /* which petmode? */
121 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 */
122 /* 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 */
123 /* With the range names */ 124 /* With the range names */
124 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
126 uint32 ACC (RW, count); /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 129
129 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
134 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
135 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 */
136 sint8 ACC (RW, 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 ACC (RO, braced):1; /* Will not move if braced, only attack */ 140 bool ACC (RW, braced); /* Will not move if braced, only attack */
140 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 141 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
141 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ 142 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
142 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 143 bool ACC (RW, fire_on); /* Player should fire object, not move */
143 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 144 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
144 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ 145 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
145 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
146 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 146 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
147 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 147 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
148 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
149 148
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 149 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 150 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152 151
153 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 152 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
159 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ 158 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
160 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ 159 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
161 living ACC (RO, orig_stats); /* Permanent real stats of player */ 160 living ACC (RO, orig_stats); /* Permanent real stats of player */
162 living ACC (RO, last_stats); /* Last stats as sent to client */ 161 living ACC (RO, last_stats); /* Last stats as sent to client */
163 float ACC (RW, last_speed); /* Last speed as sent to client */ 162 float ACC (RW, last_speed); /* Last speed as sent to client */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 163 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
165 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 164 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
166 165
167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 166 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
168 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 167 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
169 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 168 shstr ACC (RW, maplevel); /* On which level is the player? */
170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 169 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
171 170
172 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 171 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
173 /* Note that for dragon players, this is filled in for them */ 172 /* Note that for dragon players, this is filled in for them */
174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 173 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
175 174
176 sint8 levhp[11]; /* What the player gained on that level */ 175 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
177 sint8 levsp[11]; /* Same for sp */ 176 sint8 ACC (RW, levsp[11]); /* Same for sp */
178 sint8 levgrace[11]; /* And same for grace */ 177 sint8 ACC (RW, levgrace[11]); /* And same for grace */
179 178
180 char ACC (RW, killer)[64]; /* Who killed this player. */ 179 char ACC (RW, killer)[64]; /* Who killed this player. */
181 180
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 181 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
183 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 182 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
196 object_ptr ACC (RW, mark); /* marked object */ 195 object_ptr ACC (RW, mark); /* marked object */
197 /* Special DM fields */ 196 /* Special DM fields */
198 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 197 tag_t *stack_items; /* Item stack for patch/dump/... commands */
199 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 198 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 */ 199 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
201 /* the player can see. For maps smaller than */ 200 /* the player can see. For maps smaller than */
202 /* MAP_CLIENT_.., the upper left is used */ 201 /* MAP_CLIENT_.., the upper left is used */
203};
204 202
205struct player : zero_initialised, attachable<player>, player_pod
206{
207 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
208 client *ACC (RO, ns); /* Socket information for this player */
209 shstr ACC (RW, invis_race); /* What race invisible to? */ 203 shstr ACC (RW, invis_race); /* What race invisible to? */
210 bool ACC (RW, enable_save);
211 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 204 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
212 205
213 void clear ()
214 {
215 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
216 attachable_clear ();
217 invis_race = 0;
218
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
220 outputs[i].buf = 0;
221 }
222
223 static player *create (); 206 MTH static player *create ();
207
208 static player *load_pl (object_thawer &thawer);
224 static player *load (const char *path); 209 MTH static player *load_pl (const char *path);
225 void save (bool final = false);
226 210
211 bool save_pl (object_freezer &freezer);
212 MTH bool save_pl (const char *path);
213
214 void do_destroy ();
215 void gather_callbacks (AV *&callbacks, event_type event) const;
216
227 void connect (client *ns); 217 MTH void connect (client *ns);
218 MTH void disconnect ();
219
220 MTH void activate ();
221 MTH void deactivate ();
222
223 // enters the initial map, after login or creation
224 MTH void enter_map ();
228 225
229 ~player (); 226 ~player ();
230 227
231private: 228private:
232 void set_object (object *op); 229 void set_object (object *op);
233 player (); 230 player ();
234}; 231};
235 232
233typedef object_vector<player, &player::active> playervec;
234
235extern playervec players;
236
237#define for_all_players(var) \
238 for (int _i = 0; _i < players.size (); ++_i) \
239 declvar (player *, var, players [_i])
240

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