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Comparing deliantra/server/include/player.h (file contents):
Revision 1.48 by root, Tue Apr 24 00:42:02 2007 UTC vs.
Revision 1.75 by root, Fri Dec 28 12:44:45 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#define NUM_OUTPUT_BUFS 5
26struct Output_Buf
27{
28 shstr buf; /* Actual string pointer */
29 uint32 first_update; /* First time this message was stored */
30 uint16 count; /* How many times we got this message */
31};
32
33/* wand/rod/horn rolled into range_misc. They all use the same body location
34 * anyways.
35 */
36enum rangetype
37{
38 range_bottom = -1,
39 range_none = 0,
40 range_bow = 1,
41 range_magic = 2,
42 range_misc = 3,
43 range_golem = 4,
44 range_skill = 5,
45 range_builder = 6,
46 range_size = 7
47};
48
49enum bowtype_t 24enum bowtype_t
50{ 25{
51 bow_normal = 0, 26 bow_normal = 0,
52 bow_threewide = 1, 27 bow_threewide = 1,
53 bow_spreadshot = 2, 28 bow_spreadshot = 2,
54 bow_n = 3, /* must stay at 3 */ 29 bow_n = 3, /* must stay at 3 */
55 bow_ne = 4, 30 bow_ne = 4,
56 bow_e = 5, 31 bow_e = 5,
57 bow_se = 6, 32 bow_se = 6,
58 bow_s = 7, 33 bow_s = 7,
59 bow_sw = 8, 34 bow_sw = 8,
60 bow_w = 9, 35 bow_w = 9,
61 bow_nw = 10, /* must stay at 10 */ 36 bow_nw = 10, /* must stay at 10 */
62 bow_bestarrow = 11 37 bow_bestarrow = 11
63}; 38};
64 39
65enum petmode_t 40enum petmode_t
66{ 41{
67 pet_normal = 0, 42 pet_normal = 0,
68 pet_sad = 1, 43 pet_sad = 1,
69 pet_defend = 2, 44 pet_defend = 2,
70 pet_arena = 3 45 pet_arena = 3,
71}; 46};
72 47
73enum usekeytype 48enum usekeytype
74{ 49{
75 key_inventory = 0, 50 key_inventory = 0,
76 keyrings = 1, 51 keyrings = 1,
77 containers = 2 52 containers = 2,
78}; 53};
79 54
80/* This is used to control what to do when we need to unapply 55/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 56 * an object before we can apply another one.
82 */ 57 */
107 82
108 sint64 ACC (RW, total_exp); 83 sint64 ACC (RW, total_exp);
109 uint32 ACC (RW, kills); 84 uint32 ACC (RW, kills);
110}; 85};
111 86
87// used for pet monster logic etc.
88static bool
89same_party (partylist *a, partylist *b)
90{
91 return a == b && a;
92}
93
112INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
113struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
114{ 96{
115 client *ACC (RO, ns); /* Socket information for this player */ 97 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
116 object *ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
117 int ACC (RO, active); 99 object_vector_index ACC (RO, active);
118 100
119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t ACC (RW, petmode); /* which petmode? */ 102 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 */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 107
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 114 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
137 116
138 /* Try to put all the bitfields together - saves some small amount of memory */ 117 /* 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 */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
140 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 119 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 */ 120 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 */ 121 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 */ 122 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 */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
146 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
147 125
148 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
149 living ACC (RO, orig_stats); /* Permanent real stats of player */ 128 living ACC (RO, orig_stats); /* Permanent real stats of player */
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 130 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
131
132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
133 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
134 object_ptr ACC (RW, golem); // the currently controlled golem
135 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
152 136
153 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 137 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 */ 138 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
155 shstr ACC (RW, maplevel); /* On which level is the player? */ 139 shstr ACC (RW, maplevel); /* On which level is the player? */
156 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 140 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
184 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 168 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
185 /* the player can see. For maps smaller than */ 169 /* the player can see. For maps smaller than */
186 /* MAP_CLIENT_.., the upper left is used */ 170 /* MAP_CLIENT_.., the upper left is used */
187 171
188 shstr ACC (RW, invis_race); /* What race invisible to? */ 172 shstr ACC (RW, invis_race); /* What race invisible to? */
189 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
190 173
191 MTH static player *create (); 174 MTH static player *create ();
175 static player *find (const_utf8_string name);
192 176
193 static player *load_pl (object_thawer &thawer); 177 static player *load_pl (object_thawer &thawer);
194 MTH static player *load_pl (const char *path); 178 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
195 179
196 bool save_pl (object_freezer &freezer); 180 bool save_pl (object_freezer &freezer);
197 MTH bool save_pl (const char *path); 181 MTH bool save_pl (const char *path);
198 182
199 void do_destroy (); 183 void do_destroy ();
200 void gather_callbacks (AV *&callbacks, event_type event) const; 184 void gather_callbacks (AV *&callbacks, event_type event) const;
185
186 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
187 {
188 if (ns)
189 ns->play_sound (sound, dx, dy);
190 }
201 191
202 // wether the player can "see" this mapspace or not, decided by los 192 // wether the player can "see" this mapspace or not, decided by los
203 // 0 - nothing see, 100 - fully visible 193 // 0 - nothing see, 100 - fully visible
204 MTH sint8 visibility_at (maptile *map, int x, int y) const; 194 MTH sint8 visibility_at (maptile *map, int x, int y) const;
205 195
207 MTH void disconnect (); 197 MTH void disconnect ();
208 198
209 MTH void activate (); 199 MTH void activate ();
210 MTH void deactivate (); 200 MTH void deactivate ();
211 201
212 // enters the initial map, after login or creation
213 MTH void enter_map ();
214
215 MTH void chargen_race_done (); 202 MTH void chargen_race_done ();
216 MTH void chargen_race_next (); 203 MTH void chargen_race_next ();
204
205 MTH void set_observe (object *ob);
206
207 void send_msg (int color, const char *type, const char *msg)
208 {
209 ns->send_msg (color, type, msg);
210 }
211
212 // a prominent box that can easily be escaped away or so
213 // should be used for informative output such as who, maps etc.
214 // will stay on-screen
215 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
216
217 // a prominent msg that signifies some important event,
218 // an improvement potion effect potion. should not be long.
219 // might time out after a while
220 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
221
222 // a prominent box that signifies some error such as a failed
223 // improvement potion. should not be long.
224 MTH void failmsg (const char *msg, int color = NDI_RED);
217 225
218 ~player (); 226 ~player ();
219 227
220private: 228private:
221 void set_object (object *op); 229 void set_object (object *op);
225typedef object_vector<player, &player::active> playervec; 233typedef object_vector<player, &player::active> playervec;
226 234
227extern playervec players; 235extern playervec players;
228 236
229#define for_all_players(var) \ 237#define for_all_players(var) \
230 for (unsigned _i = 0; _i < players.size (); ++_i) \ 238 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
231 declvar (player *, var, players [_i]) 239 statementvar (player *, var, ::players [_i])
232 240
241inline void
242object::statusmsg (const char *msg, int color)
243{
244 if (expect_true (contr)) contr->statusmsg (msg, color);
245}
246
247inline void
248object::failmsg (const char *msg, int color)
249{
250 if (expect_true (contr)) contr->failmsg (msg, color);
251}

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