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Comparing deliantra/server/include/player.h (file contents):
Revision 1.13 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.48 by root, Tue Apr 24 00:42:02 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
25struct Output_Buf { 26struct Output_Buf
27{
26 shstr buf; /* Actual string pointer */ 28 shstr buf; /* Actual string pointer */
27 uint32 first_update; /* First time this message was stored */ 29 uint32 first_update; /* First time this message was stored */
28 uint16 count; /* How many times we got this message */ 30 uint16 count; /* How many times we got this message */
29}; 31};
30 32
31/* wand/rod/horn rolled into range_misc. They all use the same body location 33/* wand/rod/horn rolled into range_misc. They all use the same body location
32 * anyways. 34 * anyways.
33 */ 35 */
34enum rangetype { 36enum rangetype
37{
35 range_bottom = -1, 38 range_bottom = -1,
36 range_none = 0, 39 range_none = 0,
37 range_bow = 1, 40 range_bow = 1,
38 range_magic = 2, 41 range_magic = 2,
39 range_misc = 3, 42 range_misc = 3,
40 range_golem = 4, 43 range_golem = 4,
41 range_skill = 5, 44 range_skill = 5,
42 range_builder = 6, 45 range_builder = 6,
43 range_size = 7 46 range_size = 7
44}; 47};
45 48
46enum bowtype_t { 49enum bowtype_t
50{
47 bow_normal = 0, 51 bow_normal = 0,
48 bow_threewide = 1, 52 bow_threewide = 1,
49 bow_spreadshot = 2, 53 bow_spreadshot = 2,
50 bow_n = 3, /* must stay at 3 */ 54 bow_n = 3, /* must stay at 3 */
51 bow_ne = 4, 55 bow_ne = 4,
52 bow_e = 5, 56 bow_e = 5,
53 bow_se = 6, 57 bow_se = 6,
54 bow_s = 7, 58 bow_s = 7,
55 bow_sw = 8, 59 bow_sw = 8,
56 bow_w = 9, 60 bow_w = 9,
57 bow_nw = 10, /* must stay at 10 */ 61 bow_nw = 10, /* must stay at 10 */
58 bow_bestarrow = 11 62 bow_bestarrow = 11
59}; 63};
60 64
61typedef enum _petmode { 65enum petmode_t
66{
62 pet_normal = 0, 67 pet_normal = 0,
63 pet_sad = 1, 68 pet_sad = 1,
64 pet_defend = 2, 69 pet_defend = 2,
65 pet_arena = 3 70 pet_arena = 3
66} petmode_t; 71};
67 72
68typedef enum usekeytype { 73enum usekeytype
74{
69 key_inventory=0, 75 key_inventory = 0,
70 keyrings=1, 76 keyrings = 1,
71 containers=2 77 containers = 2
72} usekeytype; 78};
73 79
74/* This is used to control what to do when we need to unapply 80/* This is used to control what to do when we need to unapply
75 * an object before we can apply another one. 81 * an object before we can apply another one.
76 */ 82 */
77typedef enum unapplymode { 83enum unapplymode
84{
78 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 85 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
79 unapply_never=1, /* will not unapply objects automatically */ 86 unapply_never = 1, /* will not unapply objects automatically */
80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 87 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
81 /* no choice - if there are multiple ojbect of the same type */ 88 /* no choice - if there are multiple ojbect of the same type */
82 /* 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 */
83 /* to control which of these will be unapplied. */ 90 /* to control which of these will be unapplied. */
84} unapplymode; 91};
85 92
86/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
87typedef struct party_struct { 94INTERFACE_CLASS (partylist)
95struct partylist
96{
88 char * partyleader; 97 char *ACC (RW, partyleader);
89 char passwd[9]; 98 char ACC (RW, passwd)[9];
90 struct party_struct *next; 99 partylist *ACC (RW, next);
91 char *partyname; 100 char *ACC (RW, partyname);
92 101
93#ifdef PARTY_KILL_LOG
94 struct party_kill { 102 struct party_kill
95 char killer[MAX_NAME+1],dead[MAX_NAME+1];
96 sint64 exp;
97 } party_kills[PARTY_KILL_LOG];
98#endif
99 sint64 total_exp;
100 uint32 kills;
101} partylist;
102
103// memsettable part of player
104struct player_pod
105{
106 object *ob; /* The object representing the player */
107 mapstruct *loading; /* When entering a map in progress of loading, not really used */
108 rangetype shoottype; /* Which range-attack is being used by player */
109 bowtype_t bowtype; /* which firemode? */
110 petmode_t petmode; /* which petmode? */
111 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
112 /* That not all are used, it is just nice to map this 1:1 */
113 /* With the range names */
114 uint32 golem_count; /* To track the golem */
115 usekeytype usekeys; /* Method for finding keys for doors */
116 unapplymode unapply; /* Method for auto unapply */
117 uint32 count; /* Any numbers typed before a command */
118 uint32 mode; /* Mode of player for pickup. */
119
120 sint8 digestion; /* Any bonuses/penalties to digestion */
121 sint8 gen_hp; /* Bonuses to regeneration speed of hp */
122 sint8 gen_sp; /* Bonuses to regeneration speed of sp */
123 sint8 gen_sp_armour; /* Penalty to sp regen from armour */
124 sint8 gen_grace; /* Bonuses to regeneration speed of grace */
125 sint16 item_power; /* Total item power of objects equipped */
126 uint8 state; /* Input state of the player (name, password, etc */
127 uint8 listening; /* Which priority will be used in info_all */
128 sint8 last_level; /* Last level we sent to client */
129
130 /* Try to put all the bitfields together - saves some small amount of memory */
131 uint32 braced:1; /* Will not move if braced, only attack */
132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
133 shstr invis_race; /* What race invisible to? */
134 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
135 uint32 fire_on:1; /* Player should fire object, not move */
136 uint32 run_on:1; /* Player should keep moving in dir until run is off */
137 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
138 uint32 name_changed:1; /* If true, the player has set a name. */
139 uint32 peaceful:1; /* If set, won't attack friendly creatures */
140 uint32 hidden:1; /* If True, player (DM) is hidden from view */
141 uint32 explore:1; /* if True, player is in explore mode */
142 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
143
144 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
145 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
146
147 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
148 float last_weapon_sp; /* if diff than weapon_sp, update client */
149 uint16 last_flags; /* fire/run on flags for last tick */
150 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
151 sint32 last_weight_limit; /* Last weight limit transmitted to client */
152 uint32 last_path_attuned; /* Last spell attunment sent to client */
153 uint32 last_path_repelled; /* Last spell repelled sent to client */
154 uint32 last_path_denied; /* Last spell denied sent to client */
155 living orig_stats; /* Permanent real stats of player */
156 living last_stats; /* Last stats as sent to client */
157 float last_speed; /* Last speed as sent to client */
158 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
159 int Swap_First; /* First stat player has selected to swap */
160 object *last_used; /* Pointer to object last picked or applied */
161 uint32 last_used_id; /* Safety measures to be sure it's the same */
162 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
163 /* the player can see. For maps smaller than */
164 /* MAP_CLIENT_.., the upper left is used */
165
166 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
167 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
168 char maplevel[MAX_BUF]; /* On which level is the player? */
169 char spellparam[MAX_BUF]; /* What param to add to spells */
170
171 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
172 /* Note that for dragon players, this is filled in for them */
173 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
174
175 sint8 levhp[11]; /* What the player gained on that level */
176 sint8 levsp[11]; /* Same for sp */
177 sint8 levgrace[11]; /* And same for grace */
178
179 char killer[BIG_NAME]; /* Who killed this player. */
180 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
181
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
183 char input_buf[MAX_BUF]; /* Holds command to run */
184 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
185
186#ifdef SAVE_INTERVAL
187 time_t last_save_time;
188#endif /* SAVE_INTERVAL */
189#ifdef AUTOSAVE
190 uint32 last_save_tick;
191#endif
192 partylist *party; /* Party this player is part of */
193 partylist *party_to_join; /* used when player wants to join a party */
194 /* but we will have to get password first */
195 /* so we have to remember which party to */
196 /* join */
197 char search_str[MAX_BUF]; /* Item we are looking for */
198 sint16 encumbrance; /* How much our player is encumbered */
199 uint16 outputs_sync; /* How often to print, no matter what */
200 uint16 outputs_count; /* Print if this count is exceeded */
201 object *mark; /* marked object */
202 uint32 mark_count; /* count of mark object */
203 /* Special DM fields */
204 tag_t* stack_items; /* Item stack for patch/dump/... commands */
205 int stack_position; /* Current stack position, 0 for no item */
206};
207
208typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
209{
210 struct pl *next; /* Pointer to next player, NULL if this is last */
211 NewSocket socket; /* Socket information for this player */
212 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
213
214 void clear ()
215 { 103 {
216 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod)); 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
217 attachable_clear (); 105 sint64 exp;
106 } party_kills[PARTY_KILL_LOG];
218 107
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 108 sint64 ACC (RW, total_exp);
220 outputs[i].buf = 0; 109 uint32 ACC (RW, kills);
221 } 110};
111
112INTERFACE_CLASS (player)
113struct player : zero_initialised, attachable
114{
115 client *ACC (RO, ns); /* Socket information for this player */
116 object *ACC (RW, ob); /* The object representing the player */
117 int ACC (RO, active);
118
119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t ACC (RW, petmode); /* which petmode? */
122 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
123 /* That not all are used, it is just nice to map this 1:1 */
124 /* With the range names */
125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137
138 /* Try to put all the bitfields together - saves some small amount of memory */
139 bool ACC (RW, braced); /* Will not move if braced, only attack */
140 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
141 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
142 bool ACC (RW, fire_on); /* Player should fire object, not move */
143 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
144 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
145 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
146 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
147
148 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
149 living ACC (RO, orig_stats); /* Permanent real stats of player */
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
152
153 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
154 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
155 shstr ACC (RW, maplevel); /* On which level is the player? */
156 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
157
158 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
159 /* Note that for dragon players, this is filled in for them */
160 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
161
162 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
163 sint8 ACC (RW, levsp[11]); /* Same for sp */
164 sint8 ACC (RW, levgrace[11]); /* And same for grace */
165
166 char ACC (RW, killer)[64]; /* Who killed this player. */
167
168 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
169 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
170
171 partylist *ACC (RW, party); /* Party this player is part of */
172 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
173 /* but we will have to get password first */
174 /* so we have to remember which party to */
175 /* join */
176 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
177 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
178 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
179 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
180 object_ptr ACC (RW, mark); /* marked object */
181 /* Special DM fields */
182 tag_t *stack_items; /* Item stack for patch/dump/... commands */
183 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
184 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
185 /* the player can see. For maps smaller than */
186 /* MAP_CLIENT_.., the upper left is used */
187
188 shstr ACC (RW, invis_race); /* What race invisible to? */
189 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
190
191 MTH static player *create ();
192
193 static player *load_pl (object_thawer &thawer);
194 MTH static player *load_pl (const char *path);
195
196 bool save_pl (object_freezer &freezer);
197 MTH bool save_pl (const char *path);
198
199 void do_destroy ();
200 void gather_callbacks (AV *&callbacks, event_type event) const;
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
206 MTH void connect (client *ns);
207 MTH void disconnect ();
208
209 MTH void activate ();
210 MTH void deactivate ();
211
212 // enters the initial map, after login or creation
213 MTH void enter_map ();
214
215 MTH void chargen_race_done ();
216 MTH void chargen_race_next ();
217
218 ~player ();
219
220private:
221 void set_object (object *op);
222} player; 222 player ();
223};
223 224
225typedef object_vector<player, &player::active> playervec;
224 226
227extern playervec players;
228
229#define for_all_players(var) \
230 for (unsigned _i = 0; _i < players.size (); ++_i) \
231 declvar (player *, var, players [_i])
232

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