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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.5 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.27 by root, Fri Dec 15 20:08:45 2006 UTC

1/*
2 * static char *rcsid_player_h =
3 * "$Id: player.h,v 1.5 2006/08/25 17:11:53 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
21 17
22 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
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 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
27*/ 23*/
28 24
29#define NUM_OUTPUT_BUFS 5 25#define NUM_OUTPUT_BUFS 5
30typedef struct { 26struct Output_Buf
31 const char *buf; /* Actual string pointer */ 27{
28 shstr buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */ 29 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */ 30 uint16 count; /* How many times we got this message */
34} Output_Buf; 31};
35
36 32
37/* 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
38 * anyways. 34 * anyways.
39 */ 35 */
40enum rangetype { 36enum rangetype
37{
41 range_bottom = -1, 38 range_bottom = -1,
42 range_none = 0, 39 range_none = 0,
43 range_bow = 1, 40 range_bow = 1,
44 range_magic = 2, 41 range_magic = 2,
45 range_misc = 3, 42 range_misc = 3,
46 range_golem = 4, 43 range_golem = 4,
47 range_skill = 5, 44 range_skill = 5,
48 range_builder = 6, 45 range_builder = 6,
49 range_size = 7 46 range_size = 7
50}; 47};
51 48
52enum bowtype_t { 49enum bowtype_t
50{
53 bow_normal = 0, 51 bow_normal = 0,
54 bow_threewide = 1, 52 bow_threewide = 1,
55 bow_spreadshot = 2, 53 bow_spreadshot = 2,
56 bow_n = 3, /* must stay at 3 */ 54 bow_n = 3, /* must stay at 3 */
57 bow_ne = 4, 55 bow_ne = 4,
58 bow_e = 5, 56 bow_e = 5,
59 bow_se = 6, 57 bow_se = 6,
60 bow_s = 7, 58 bow_s = 7,
61 bow_sw = 8, 59 bow_sw = 8,
62 bow_w = 9, 60 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */ 61 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11 62 bow_bestarrow = 11
65}; 63};
66 64
67typedef enum _petmode { 65enum petmode_t
66{
68 pet_normal = 0, 67 pet_normal = 0,
69 pet_sad = 1, 68 pet_sad = 1,
70 pet_defend = 2, 69 pet_defend = 2,
71 pet_arena = 3 70 pet_arena = 3
72} petmode_t; 71};
73 72
74typedef enum usekeytype { 73enum usekeytype
74{
75 key_inventory=0, 75 key_inventory = 0,
76 keyrings=1, 76 keyrings = 1,
77 containers=2 77 containers = 2
78} usekeytype; 78};
79 79
80/* 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
81 * an object before we can apply another one. 81 * an object before we can apply another one.
82 */ 82 */
83typedef enum unapplymode { 83enum unapplymode
84{
84 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 */
85 unapply_never=1, /* will not unapply objects automatically */ 86 unapply_never = 1, /* will not unapply objects automatically */
86 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 87 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */ 88 /* no choice - if there are multiple ojbect of the same type */
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} unapplymode; 91};
91 92
92/* not really the player, but tied pretty closely */ 93/* not really the player, but tied pretty closely */
93typedef struct party_struct { 94struct partylist
95{
94 char * partyleader; 96 char *partyleader;
95 char passwd[9]; 97 char passwd[9];
96 struct party_struct *next; 98 partylist *next;
97 char *partyname; 99 char *partyname;
98 100
99#ifdef PARTY_KILL_LOG 101#ifdef PARTY_KILL_LOG
100 struct party_kill { 102 struct party_kill
103 {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
102 sint64 exp; 105 sint64 exp;
103 } party_kills[PARTY_KILL_LOG]; 106 } party_kills[PARTY_KILL_LOG];
104#endif 107#endif
105 sint64 total_exp; 108 sint64 total_exp;
106 uint32 kills; 109 uint32 kills;
107} partylist; 110};
108 111
109// the layout of this structure cnanot be changed unless adjusting the inialisation code 112ACC_CLASS (player)
110// in server/player.c:get_player has been verified. 113
111typedef struct pl { 114// memsettable part of player
112 struct pl *next; /* Pointer to next player, NULL if this is last */ 115struct player_pod
113 NewSocket socket; /* Socket information for this player */ 116{
114 object *ob; /* The object representing the player */ 117 object_ptr ACC (RW, ob); /* The object representing the player */
115 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 118 maptile *loading; /* When entering a map in progress of loading, not really used */
116 rangetype shoottype; /* Which range-attack is being used by player */ 119 rangetype shoottype; /* Which range-attack is being used by player */
117 bowtype_t bowtype; /* which firemode? */ 120 bowtype_t bowtype; /* which firemode? */
118 petmode_t petmode; /* which petmode? */ 121 petmode_t petmode; /* which petmode? */
119 object *ranges[range_size];/* object for each range. Set up in fix player. Note */ 122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
120 /* 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 */
121 /* With the range names */ 124 /* With the range names */
122 uint32 golem_count; /* To track the golem */
123 usekeytype usekeys; /* Method for finding keys for doors */ 125 usekeytype usekeys; /* Method for finding keys for doors */
124 unapplymode unapply; /* Method for auto unapply */ 126 unapplymode unapply; /* Method for auto unapply */
125 uint32 count; /* Any numbers typed before a command */ 127 uint32 ACC (RW, count); /* Any numbers typed before a command */
126 uint32 mode; /* Mode of player for pickup. */ 128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
127 129
128 sint8 digestion; /* Any bonuses/penalties to digestion */ 130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
129 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
130 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
131 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
132 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
133 sint16 item_power; /* Total item power of objects equipped */ 135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
134 uint8 state; /* Input state of the player (name, password, etc */ 136 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
135 uint8 listening; /* Which priority will be used in info_all */ 137 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
136 sint8 last_level; /* Last level we sent to client */ 138 sint8 ACC (RW, last_level); /* Last level we sent to client */
137 139
138 /* Try to put all the bitfields together - saves some small amount of memory */ 140 /* Try to put all the bitfields together - saves some small amount of memory */
139 uint32 braced:1; /* Will not move if braced, only attack */ 141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
140 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
141 const char *invis_race; /* What race invisible to? */
142 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ 143 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
143 uint32 fire_on:1; /* Player should fire object, not move */ 144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
144 uint32 run_on:1; /* Player should keep moving in dir until run is off */ 145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
145 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ 146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
146 uint32 name_changed:1; /* If true, the player has set a name. */ 147 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
147 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 148 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
148 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 149 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
149 uint32 explore:1; /* if True, player is in explore mode */ 150 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
150 uint32 no_shout:1; /* if True, player is *not* able to use shout command */ 151 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
151 152
152 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 153 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
153 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ 154 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
154 155
155 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ 156 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
156 float last_weapon_sp; /* if diff than weapon_sp, update client */ 157 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
157 uint16 last_flags; /* fire/run on flags for last tick */ 158 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
158 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ 159 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
159 sint32 last_weight_limit; /* Last weight limit transmitted to client */ 160 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
160 uint32 last_path_attuned; /* Last spell attunment sent to client */ 161 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
161 uint32 last_path_repelled; /* Last spell repelled sent to client */ 162 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
162 uint32 last_path_denied; /* Last spell denied sent to client */ 163 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
163 living orig_stats; /* Permanent real stats of player */ 164 living ACC (RO, orig_stats); /* Permanent real stats of player */
164 living last_stats; /* Last stats as sent to client */ 165 living ACC (RO, last_stats); /* Last stats as sent to client */
165 float last_speed; /* Last speed as sent to client */ 166 float ACC (RW, last_speed); /* Last speed as sent to client */
166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ 167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
167 int Swap_First; /* First stat player has selected to swap */ 168 int Swap_First; /* First stat player has selected to swap */
168 object *last_used; /* Pointer to object last picked or applied */ 169 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
169 uint32 last_used_id; /* Safety measures to be sure it's the same */
170 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
171 /* the player can see. For maps smaller than */
172 /* MAP_CLIENT_.., the upper left is used */
173 170
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 171 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
175 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 172 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */ 173 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */ 174 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
178 175
179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 176 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
180 /* Note that for dragon players, this is filled in for them */ 177 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 178 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
182 179
183 sint8 levhp[11]; /* What the player gained on that level */ 180 sint8 levhp[11]; /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */ 181 sint8 levsp[11]; /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */ 182 sint8 levgrace[11]; /* And same for grace */
186 183
187 char killer[BIG_NAME]; /* Who killed this player. */ 184 char ACC (RW, killer)[64]; /* Who killed this player. */
188 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
189 185
190 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 186 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
191 char input_buf[MAX_BUF]; /* Holds command to run */ 187 char input_buf[MAX_BUF]; /* Holds command to run */
192 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 188 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
193 189
194#ifdef SAVE_INTERVAL
195 time_t last_save_time; 190 time_t ACC (RW, last_save_time);
196#endif /* SAVE_INTERVAL */
197#ifdef AUTOSAVE
198 uint32 last_save_tick; 191 uint32 ACC (RW, last_save_tick);
199#endif
200 partylist *party; /* Party this player is part of */ 192 partylist *ACC (RW, party); /* Party this player is part of */
201 partylist *party_to_join; /* used when player wants to join a party */ 193 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
202 /* but we will have to get password first */ 194 /* but we will have to get password first */
203 /* so we have to remember which party to */ 195 /* so we have to remember which party to */
204 /* join */ 196 /* join */
205 char search_str[MAX_BUF]; /* Item we are looking for */ 197 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
206 sint16 encumbrance; /* How much our player is encumbered */ 198 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
199 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
200 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
201 object_ptr ACC (RW, mark); /* marked object */
202 /* Special DM fields */
203 tag_t *stack_items; /* Item stack for patch/dump/... commands */
204 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
205 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
206 /* the player can see. For maps smaller than */
207 /* MAP_CLIENT_.., the upper left is used */
208};
209
210struct player : zero_initialised, attachable<player>, player_pod
211{
212 player *next; /* Pointer to next player, NULL if this is last */
213 client *ACC (RO, socket); /* Socket information for this player */
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 214 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
208 uint16 outputs_sync; /* How often to print, no matter what */ 215 shstr invis_race; /* What race invisible to? */
209 uint16 outputs_count; /* Print if this count is exceeded */
210 object *mark; /* marked object */
211 uint32 mark_count; /* count of mark object */
212 object *transport; /* transport the player is in */
213 /* Special DM fields */
214 tag_t* stack_items; /* Item stack for patch/dump/... commands */
215 int stack_position; /* Current stack position, 0 for no item */
216 216
217 void *self, *cb; // CF+ perl's self and callback registry 217 void clear ()
218} player; 218 {
219 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
220 attachable_clear ();
221 invis_race = 0;
222
223 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
224 outputs[i].buf = 0;
225 }
226};
227

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