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/cvs/deliantra/server/include/player.h
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Comparing deliantra/server/include/player.h (file contents):
Revision 1.45 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.52 by root, Mon Apr 30 05:54:14 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * 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
23 */ 23 */
24 24
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 25enum bowtype_t
50{ 26{
51 bow_normal = 0, 27 bow_normal = 0,
52 bow_threewide = 1, 28 bow_threewide = 1,
53 bow_spreadshot = 2, 29 bow_spreadshot = 2,
54 bow_n = 3, /* must stay at 3 */ 30 bow_n = 3, /* must stay at 3 */
55 bow_ne = 4, 31 bow_ne = 4,
56 bow_e = 5, 32 bow_e = 5,
57 bow_se = 6, 33 bow_se = 6,
58 bow_s = 7, 34 bow_s = 7,
59 bow_sw = 8, 35 bow_sw = 8,
60 bow_w = 9, 36 bow_w = 9,
61 bow_nw = 10, /* must stay at 10 */ 37 bow_nw = 10, /* must stay at 10 */
62 bow_bestarrow = 11 38 bow_bestarrow = 11
63}; 39};
64 40
65enum petmode_t 41enum petmode_t
66{ 42{
67 pet_normal = 0, 43 pet_normal = 0,
68 pet_sad = 1, 44 pet_sad = 1,
69 pet_defend = 2, 45 pet_defend = 2,
70 pet_arena = 3 46 pet_arena = 3,
71}; 47};
72 48
73enum usekeytype 49enum usekeytype
74{ 50{
75 key_inventory = 0, 51 key_inventory = 0,
76 keyrings = 1, 52 keyrings = 1,
77 containers = 2 53 containers = 2,
78}; 54};
79 55
80/* This is used to control what to do when we need to unapply 56/* This is used to control what to do when we need to unapply
81 * an object before we can apply another one. 57 * an object before we can apply another one.
82 */ 58 */
110}; 86};
111 87
112INTERFACE_CLASS (player) 88INTERFACE_CLASS (player)
113struct player : zero_initialised, attachable 89struct player : zero_initialised, attachable
114{ 90{
115 client *ACC (RO, ns); /* Socket information for this player */ 91 client *ACC (RO, ns); /* Socket information for this player */
116 object *ACC (RW, ob); /* The object representing the player */ 92 object *ACC (RW, ob); /* The object representing the player */
117 int ACC (RO, active); 93 int ACC (RO, active);
118 94
119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t ACC (RW, bowtype); /* which firemode? */ 95 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t ACC (RW, petmode); /* which petmode? */ 96 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 */ 97 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 98 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */ 99 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 100 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 101
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 102 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 103 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 104 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 105 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 106 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 107 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 108 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 109
138 /* Try to put all the bitfields together - saves some small amount of memory */ 110 /* 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 */ 111 bool ACC (RW, braced); /* Will not move if braced, only attack */
140 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 112 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 */ 113 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
147 119
148 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 120 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 */ 121 living ACC (RO, orig_stats); /* Permanent real stats of player */
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 122 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 123 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
124
125 object_ptr ACC (RW, combat_skill); // which skill to use for direct attacks
126 object_ptr ACC (RW, combat_ob); // which weapon to use
127 object_ptr ACC (RW, ranged_skill); // which skill to use for ranged attacks
128 object_ptr ACC (RW, ranged_ob); // bow/spell
129 object_ptr ACC (RW, golem); // the currently controlled golem
152 130
153 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 131 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 */ 132 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
155 shstr ACC (RW, maplevel); /* On which level is the player? */ 133 shstr ACC (RW, maplevel); /* On which level is the player? */
156 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 134 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 */ 162 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
185 /* the player can see. For maps smaller than */ 163 /* the player can see. For maps smaller than */
186 /* MAP_CLIENT_.., the upper left is used */ 164 /* MAP_CLIENT_.., the upper left is used */
187 165
188 shstr ACC (RW, invis_race); /* What race invisible to? */ 166 shstr ACC (RW, invis_race); /* What race invisible to? */
189 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
190 167
191 MTH static player *create (); 168 MTH static player *create ();
192 169
193 static player *load_pl (object_thawer &thawer); 170 static player *load_pl (object_thawer &thawer);
194 MTH static player *load_pl (const char *path); 171 MTH static player *load_pl (const char *path);
197 MTH bool save_pl (const char *path); 174 MTH bool save_pl (const char *path);
198 175
199 void do_destroy (); 176 void do_destroy ();
200 void gather_callbacks (AV *&callbacks, event_type event) const; 177 void gather_callbacks (AV *&callbacks, event_type event) const;
201 178
179 // wether the player can "see" this mapspace or not, decided by los
180 // 0 - nothing see, 100 - fully visible
181 MTH sint8 visibility_at (maptile *map, int x, int y) const;
182
183 MTH void set_skill (object *skill, object *ob = 0);
184
202 MTH void connect (client *ns); 185 MTH void connect (client *ns);
203 MTH void disconnect (); 186 MTH void disconnect ();
204 187
205 MTH void activate (); 188 MTH void activate ();
206 MTH void deactivate (); 189 MTH void deactivate ();
207 190
208 // enters the initial map, after login or creation 191 // enters the initial map, after login or creation
209 MTH void enter_map (); 192 MTH void enter_map ();
193
194 MTH void chargen_race_done ();
195 MTH void chargen_race_next ();
210 196
211 ~player (); 197 ~player ();
212 198
213private: 199private:
214 void set_object (object *op); 200 void set_object (object *op);
218typedef object_vector<player, &player::active> playervec; 204typedef object_vector<player, &player::active> playervec;
219 205
220extern playervec players; 206extern playervec players;
221 207
222#define for_all_players(var) \ 208#define for_all_players(var) \
223 for (int _i = 0; _i < players.size (); ++_i) \ 209 for (unsigned _i = 0; _i < players.size (); ++_i) \
224 declvar (player *, var, players [_i]) 210 declvar (player *, var, players [_i])
225 211

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