--- deliantra/server/include/player.h 2006/12/20 09:14:22 1.29 +++ deliantra/server/include/player.h 2007/01/15 21:06:19 1.45 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - 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 -*/ + * 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 @@ -90,39 +91,39 @@ }; /* not really the player, but tied pretty closely */ +INTERFACE_CLASS (partylist) struct partylist { - char *partyleader; - char passwd[9]; - partylist *next; - char *partyname; + char *ACC (RW, partyleader); + char ACC (RW, passwd)[9]; + partylist *ACC (RW, next); + char *ACC (RW, partyname); -#ifdef PARTY_KILL_LOG struct party_kill { char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; sint64 exp; } party_kills[PARTY_KILL_LOG]; -#endif - sint64 total_exp; - uint32 kills; -}; - -ACC_CLASS (player) - -// memsettable part of player -struct player_pod -{ - object_ptr ACC (RW, ob); /* The object representing the player */ - maptile *loading; /* When entering a map in progress of loading, not really used */ - rangetype shoottype; /* Which range-attack is being used by player */ - bowtype_t bowtype; /* which firemode? */ - petmode_t petmode; /* which petmode? */ - object_ptr 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 usekeys; /* Method for finding keys for doors */ - unapplymode unapply; /* Method for auto unapply */ + + sint64 ACC (RW, total_exp); + uint32 ACC (RW, kills); +}; + +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. */ @@ -132,61 +133,41 @@ 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, state); /* Input state of the player (name, password, etc */ uint8 ACC (RW, listening); /* Which priority will be used in info_all */ - sint8 ACC (RW, last_level); /* Last level we sent to client */ /* Try to put all the bitfields together - saves some small amount of memory */ - uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ - uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ - uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ - uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ - uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ - uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ - uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */ - uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ - uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ - uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ - - 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, braced); /* Will not move if braced, only attack */ + bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ + 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 */ 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 */ 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 last_resist[NROFATTACKS]; /* last resist values sent to client */ - int Swap_First; /* First stat player has selected to swap */ + object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ - char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ - char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ + shstr ACC (RW, savebed_map); /* map where player will respawn after death */ + shstr ACC (RW, maplevel); /* On which level is the player? */ char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ /* Note that for dragon players, this is filled in for them */ char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ - sint8 levhp[11]; /* What the player gained on that level */ - sint8 levsp[11]; /* Same for sp */ - sint8 levgrace[11]; /* And same for grace */ + sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ + 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. */ - char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ - char input_buf[MAX_BUF]; /* Holds command to run */ + 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 */ @@ -201,25 +182,44 @@ 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 */ -}; + /* the player can see. For maps smaller than */ + /* MAP_CLIENT_.., the upper left is used */ -struct player : zero_initialised, attachable, player_pod -{ - player *next; /* Pointer to next player, NULL if this is last */ - client *ACC (RO, socket); /* Socket information for this player */ + shstr ACC (RW, invis_race); /* What race invisible to? */ Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ - shstr invis_race; /* What race invisible to? */ - void clear () - { - memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); - attachable_clear (); - invis_race = 0; - - for (int i = 0; i < NUM_OUTPUT_BUFS; i++) - outputs[i].buf = 0; - } + MTH static player *create (); + + static player *load_pl (object_thawer &thawer); + MTH static player *load_pl (const char *path); + + bool save_pl (object_freezer &freezer); + MTH bool save_pl (const char *path); + + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) 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 (); + + ~player (); + +private: + void set_object (object *op); + player (); }; +typedef object_vector playervec; + +extern playervec players; + +#define for_all_players(var) \ + for (int _i = 0; _i < players.size (); ++_i) \ + declvar (player *, var, players [_i]) +