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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.32 by root, Sat Dec 23 06:21:02 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@schmorp.de 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
26{ 27{
27 shstr buf; /* Actual string pointer */ 28 shstr buf; /* Actual string pointer */
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, refcounted, attachable<player> 113struct player : zero_initialised, attachable
114{ 114{
115 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
116 client *ACC (RO, ns); /* Socket information for this player */ 115 client *ACC (RO, ns); /* Socket information for this player */
117 object_ptr ACC (RW, ob); /* The object representing the player */ 116 object *ACC (RW, ob); /* The object representing the player */
118 maptile *loading; /* When entering a map in progress of loading, not really used */ 117 int ACC (RO, active);
118
119 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t petmode; /* which petmode? */ 121 petmode_t ACC (RW, petmode); /* which petmode? */
122 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 */
123 /* 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 */
124 /* With the range names */ 124 /* With the range names */
125 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 129
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 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 */ 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 */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 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 */ 136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 ACC (RW, last_level); /* Last level we sent to client */
138 137
139 /* 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 */
140 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 139 bool ACC (RW, braced); /* Will not move if braced, only attack */
141 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 140 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
142 uint32 ACC (RO, do_los):1; /* 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 */
143 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 142 bool ACC (RW, fire_on); /* Player should fire object, not move */
144 uint32 ACC (RO, run_on):1; /* 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 */
145 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ 144 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
146 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 145 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 */ 146 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
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152 147
153 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 */
154 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
155 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
156 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
157 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
158 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
159 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 */
161 living ACC (RO, orig_stats); /* Permanent real stats of player */ 149 living ACC (RO, orig_stats); /* Permanent real stats of player */
162 living ACC (RO, last_stats); /* Last stats as sent to client */ 150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
163 float ACC (RW, last_speed); /* Last speed as sent to client */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
165 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 */
166 152
167 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) */
168 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 154 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? */ 155 shstr ACC (RW, maplevel); /* On which level is the player? */
170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 156 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
171 157
172 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 158 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 */ 159 /* Note that for dragon players, this is filled in for them */
174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 160 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
175 161
176 sint8 levhp[11]; /* What the player gained on that level */ 162 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
177 sint8 levsp[11]; /* Same for sp */ 163 sint8 ACC (RW, levsp[11]); /* Same for sp */
178 sint8 levgrace[11]; /* And same for grace */ 164 sint8 ACC (RW, levgrace[11]); /* And same for grace */
179 165
180 char ACC (RW, killer)[64]; /* Who killed this player. */ 166 char ACC (RW, killer)[64]; /* Who killed this player. */
181 167
182 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 */
183 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 */
184 170
185 time_t ACC (RW, last_save_time);
186 uint32 ACC (RW, last_save_tick);
187 partylist *ACC (RW, party); /* Party this player is part of */ 171 partylist *ACC (RW, party); /* Party this player is part of */
188 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 */
189 /* but we will have to get password first */ 173 /* but we will have to get password first */
190 /* so we have to remember which party to */ 174 /* so we have to remember which party to */
191 /* join */ 175 /* join */
200 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 */
201 /* the player can see. For maps smaller than */ 185 /* the player can see. For maps smaller than */
202 /* MAP_CLIENT_.., the upper left is used */ 186 /* MAP_CLIENT_.., the upper left is used */
203 187
204 shstr ACC (RW, invis_race); /* What race invisible to? */ 188 shstr ACC (RW, invis_race); /* What race invisible to? */
205 bool ACC (RW, enable_save);
206 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 189 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
207 190
208 static player *create (); 191 MTH static player *create ();
192
193 static player *load_pl (object_thawer &thawer);
209 static player *load (const char *path); 194 MTH static player *load_pl (const char *path);
210 void save (bool final = false);
211 195
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
212 void connect (client *ns); 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 ();
213 217
214 ~player (); 218 ~player ();
215 219
216private: 220private:
217 void set_object (object *op); 221 void set_object (object *op);
218 player (); 222 player ();
219}; 223};
220 224
225typedef object_vector<player, &player::active> playervec;
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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