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Comparing deliantra/server/include/player.h (file contents):
Revision 1.63 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.99 by root, Thu Nov 19 04:30:46 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24#ifndef PLAYER_H_
25#define PLAYER_H_
26
27//+GPL
24 28
25enum bowtype_t 29enum bowtype_t
26{ 30{
27 bow_normal = 0, 31 bow_normal = 0,
28 bow_threewide = 1, 32 bow_threewide = 1,
84 sint64 ACC (RW, total_exp); 88 sint64 ACC (RW, total_exp);
85 uint32 ACC (RW, kills); 89 uint32 ACC (RW, kills);
86}; 90};
87 91
88// used for pet monster logic etc. 92// used for pet monster logic etc.
89static bool 93static inline bool
90same_party (partylist *a, partylist *b) 94same_party (partylist *a, partylist *b)
91{ 95{
92 return a == b && a; 96 return a == b && a;
93} 97}
94 98
95INTERFACE_CLASS (player) 99INTERFACE_CLASS (player)
96struct player : zero_initialised, attachable 100struct player : zero_initialised, attachable
97{ 101{
98 client *ACC (RO, ns); /* Socket information for this player */ 102 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
99 object *ACC (RW, ob); /* The object representing the player */ 103 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
100 object_vector_index ACC (RO, active); 104 object_vector_index ACC (RO, active);
101 105
102 bowtype_t ACC (RW, bowtype); /* which firemode? */ 106 bowtype_t ACC (RW, bowtype); /* which firemode? */
103 petmode_t ACC (RW, petmode); /* which petmode? */ 107 petmode_t ACC (RW, petmode); /* which petmode? */
104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 108 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
105 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 109 unapplymode ACC (RW, unapply); /* Method for auto unapply */
106 uint32 ACC (RW, count); /* Any numbers typed before a command */ 110 uint32 ACC (RW, count); /* Any numbers typed before a command */
107 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 111 uint32 ACC (RW, mode); /* Mode of player for pickup. */
108 112
109 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 113 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
110 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 114 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
111 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 115 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
112 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 116 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
113 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 117 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
114 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 118 int ACC (RW, item_power); /* Total item power of objects equipped */
115 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
116 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ 119 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
120 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
117 121
118 /* Try to put all the bitfields together - saves some small amount of memory */ 122 /* Try to put all the bitfields together - saves some small amount of memory */
119 bool ACC (RW, braced); /* Will not move if braced, only attack */ 123 bool ACC (RW, braced); /* Will not move if braced, only attack */
120 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 124 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
121 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ 125 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
122 bool ACC (RW, fire_on); /* Player should fire object, not move */ 126 bool ACC (RW, fire_on); /* Player should fire object, not move */
123 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ 127 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
124 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 128 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
125 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 129 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
130 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
126 131
127 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 132 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
128 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks 133 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
129 living ACC (RO, orig_stats); /* Permanent real stats of player */ 134 living ACC (RO, orig_stats); /* Permanent real stats of player */
130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 135 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 136 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
132 137
133 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 138 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
134 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks 139 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
135 object_ptr ACC (RW, golem); // the currently controlled golem 140 object_ptr ACC (RW, golem); // the currently controlled golem
136 object_ptr ACC (RW, observe); // the object that is being observed (or 0) 141 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
142 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
137 143
138 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 144 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
139 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 145 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
140 shstr ACC (RW, maplevel); /* On which level is the player? */ 146 shstr ACC (RW, maplevel); /* On which level is the player? */
141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 147 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
146 152
147 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 153 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
148 sint8 ACC (RW, levsp[11]); /* Same for sp */ 154 sint8 ACC (RW, levsp[11]); /* Same for sp */
149 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 155 sint8 ACC (RW, levgrace[11]); /* And same for grace */
150 156
151 char ACC (RW, killer)[64]; /* Who killed this player. */ 157 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
152 158
159 float speed_left_save; // spee doptimisation, see process_players[12]
153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 160 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
154 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 161 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
155 162
156 partylist *ACC (RW, party); /* Party this player is part of */ 163 partylist *ACC (RW, party); /* Party this player is part of */
157 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 164 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
158 /* but we will have to get password first */ 165 /* but we will have to get password first */
159 /* so we have to remember which party to */ 166 /* so we have to remember which party to */
160 /* join */ 167 /* join */
161 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 168 char ACC (RW, search_str)[256]; /* Item we are looking for */
162 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 169 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
163 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ 170 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
164 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 171 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
165 object_ptr ACC (RW, mark); /* marked object */ 172 object_ptr ACC (RW, mark); /* marked object */
166 /* Special DM fields */ 173 /* Special DM fields */
167 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 174 tag_t *stack_items; /* Item stack for patch/dump/... commands */
168 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 175 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
169 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 176 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
170 /* the player can see. For maps smaller than */ 177 /* the player can see. For maps smaller than */
171 /* MAP_CLIENT_.., the upper left is used */ 178 /* MAP_CLIENT_.., the center is used */
179
180//-GPL
181
182 // stats updates are very costly, so delay them if at all possible
183 bool ACC (RW, delayed_update);
184 void queue_stats_update ()
185 {
186 delayed_update = true;
187 }
188 void need_updated_stats ()
189 {
190 if (delayed_update)
191 ob->update_stats ();
192 }
193
194 // return the los value for the given coordinate
195 MTH sint8 blocked_los (int dx, int dy) const
196 {
197 dx += LOS_X0;
198 dy += LOS_Y0;
199
200 return 0 <= dx && dx < MAP_CLIENT_X
201 && 0 <= dy && dy < MAP_CLIENT_Y
202 ? los[dx][dy] : LOS_BLOCKED;
203 }
204
205 // unchecked variant
206 sint8 blocked_los_uc (int dx, int dy) const
207 {
208 return los[dx + LOS_X0][dy + LOS_Y0];
209 }
210
211 MTH void clear_los (sint8 value = LOS_BLOCKED);
212 MTH void update_los ();
172 213
173 shstr ACC (RW, invis_race); /* What race invisible to? */ 214 shstr ACC (RW, invis_race); /* What race invisible to? */
174 215
216 MTH const char *killer_name () const; // makes a string out of ->killer
217
175 MTH static player *create (); 218 MTH static player *create ();
219 static player *find (const_utf8_string name);
176 220
177 static player *load_pl (object_thawer &thawer); 221 static player *load_pl (object_thawer &thawer);
178 MTH static player *load_pl (const char *path); 222 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
223
224 MTH void link_skills ();
225 MTH object *find_skill (shstr_cmp name) const;
179 226
180 bool save_pl (object_freezer &freezer); 227 bool save_pl (object_freezer &freezer);
181 MTH bool save_pl (const char *path); 228 MTH bool save_pl (const char *path);
182 229
183 void do_destroy (); 230 void do_destroy ();
184 void gather_callbacks (AV *&callbacks, event_type event) const; 231 void gather_callbacks (AV *&callbacks, event_type event) const;
185 232
233 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
234
235 MTH void touch () { dirty = true; } // need to touch when logged out and changed
236
237 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
238 {
239 if (ns)
240 ns->play_sound (sound, dx, dy);
241 }
242
186 // wether the player can "see" this mapspace or not, decided by los 243 // wether the player can "see" this mapspace or not, decided by los
187 // 0 - nothing see, 100 - fully visible 244 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
188 MTH sint8 visibility_at (maptile *map, int x, int y) const; 245 MTH sint8 darkness_at (maptile *map, int x, int y) const;
189 246
190 MTH void connect (client *ns); 247 MTH void connect (client *ns);
191 MTH void disconnect (); 248 MTH void disconnect ();
192 249
193 MTH void activate (); 250 MTH void activate ();
194 MTH void deactivate (); 251 MTH void deactivate ();
195 252
196 MTH void chargen_race_done (); 253 MTH void chargen_race_done ();
197 MTH void chargen_race_next (); 254 MTH void chargen_race_next ();
198 255
199 MTH void set_observe (object *ob); 256 MTH void set_observe (object_ornull *ob);
257 MTH void set_viewpoint (object_ornull *ob);
258
259 void send_msg (int color, const char *type, const char *msg)
260 {
261 ns->send_msg (color, type, msg);
262 }
263
264 // a prominent box that can easily be escaped away or so
265 // should be used for informative output such as who, maps etc.
266 // will stay on-screen
267 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
268
269 // a prominent msg that signifies some important event,
270 // an improvement potion effect potion. should not be long.
271 // might time out after a while
272 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
273
274 // a prominent box that signifies some error such as a failed
275 // improvement potion. should not be long.
276 MTH void failmsg (const char *msg, int color = NDI_RED);
277
278 MTH void update_spells () const
279 {
280 if (ns)
281 ns->update_spells = true;
282 }
200 283
201 ~player (); 284 ~player ();
202 285
203private: 286private:
204 void set_object (object *op); 287 void set_object (object *op);
208typedef object_vector<player, &player::active> playervec; 291typedef object_vector<player, &player::active> playervec;
209 292
210extern playervec players; 293extern playervec players;
211 294
212#define for_all_players(var) \ 295#define for_all_players(var) \
213 for (unsigned _i = 0; _i < players.size (); ++_i) \ 296 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
214 statementvar (player *, var, players [_i]) 297 statementvar (player *, var, ::players [_i])
215 298
299#define for_all_players_on_map(var,mapp) \
300 for_all_players(var) \
301 if ((var)->ob->map == (mapp))
302
303inline void
304object::statusmsg (const char *msg, int color)
305{
306 if (expect_true (contr)) contr->statusmsg (msg, color);
307}
308
309inline void
310object::failmsg (const char *msg, int color)
311{
312 if (expect_true (contr)) contr->failmsg (msg, color);
313}
314
315#endif

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