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Comparing deliantra/server/include/player.h (file contents):
Revision 1.66 by root, Tue Aug 7 22:13:52 2007 UTC vs.
Revision 1.96 by root, Fri Nov 6 13:21:20 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
24#ifndef PLAYER_H_
25#define PLAYER_H_
26
27//+GPL
23 28
24enum bowtype_t 29enum bowtype_t
25{ 30{
26 bow_normal = 0, 31 bow_normal = 0,
27 bow_threewide = 1, 32 bow_threewide = 1,
83 sint64 ACC (RW, total_exp); 88 sint64 ACC (RW, total_exp);
84 uint32 ACC (RW, kills); 89 uint32 ACC (RW, kills);
85}; 90};
86 91
87// used for pet monster logic etc. 92// used for pet monster logic etc.
88static bool 93static inline bool
89same_party (partylist *a, partylist *b) 94same_party (partylist *a, partylist *b)
90{ 95{
91 return a == b && a; 96 return a == b && a;
92} 97}
93 98
94INTERFACE_CLASS (player) 99INTERFACE_CLASS (player)
95struct player : zero_initialised, attachable 100struct player : zero_initialised, attachable
96{ 101{
97 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 */
98 object *ACC (RW, ob); /* The object representing the player */ 103 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
99 object_vector_index ACC (RO, active); 104 object_vector_index ACC (RO, active);
100 105
101 bowtype_t ACC (RW, bowtype); /* which firemode? */ 106 bowtype_t ACC (RW, bowtype); /* which firemode? */
102 petmode_t ACC (RW, petmode); /* which petmode? */ 107 petmode_t ACC (RW, petmode); /* which petmode? */
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 108 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 109 unapplymode ACC (RW, unapply); /* Method for auto unapply */
105 uint32 ACC (RW, count); /* Any numbers typed before a command */ 110 uint32 ACC (RW, count); /* Any numbers typed before a command */
106 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 111 uint32 ACC (RW, mode); /* Mode of player for pickup. */
107 112
108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 113 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 114 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 115 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 116 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 117 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */ 118 int ACC (RW, item_power); /* Total item power of objects equipped */
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 */ 119 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
120 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
116 121
117 /* 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 */
118 bool ACC (RW, braced); /* Will not move if braced, only attack */ 123 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 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 ? */
120 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 */
121 bool ACC (RW, fire_on); /* Player should fire object, not move */ 126 bool ACC (RW, fire_on); /* Player should fire object, not move */
122 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 */
123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 128 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
124 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!)
125 131
126 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 */
127 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
128 living ACC (RO, orig_stats); /* Permanent real stats of player */ 134 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 135 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
130 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 */
131 137
132 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
133 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
134 object_ptr ACC (RW, golem); // the currently controlled golem 140 object_ptr ACC (RW, golem); // the currently controlled golem
135 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)
136 143
137 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) */
138 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 */
139 shstr ACC (RW, maplevel); /* On which level is the player? */ 146 shstr ACC (RW, maplevel); /* On which level is the player? */
140 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 */
145 152
146 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 */
147 sint8 ACC (RW, levsp[11]); /* Same for sp */ 154 sint8 ACC (RW, levsp[11]); /* Same for sp */
148 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 155 sint8 ACC (RW, levgrace[11]); /* And same for grace */
149 156
150 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) */
151 158
152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 159 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
153 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 160 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
154 161
155 partylist *ACC (RW, party); /* Party this player is part of */ 162 partylist *ACC (RW, party); /* Party this player is part of */
163 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 170 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
164 object_ptr ACC (RW, mark); /* marked object */ 171 object_ptr ACC (RW, mark); /* marked object */
165 /* Special DM fields */ 172 /* Special DM fields */
166 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 173 tag_t *stack_items; /* Item stack for patch/dump/... commands */
167 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 174 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
168 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 175 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
169 /* the player can see. For maps smaller than */ 176 /* the player can see. For maps smaller than */
170 /* MAP_CLIENT_.., the upper left is used */ 177 /* MAP_CLIENT_.., the center is used */
178
179//-GPL
180
181 // return the los value for the given coordinate
182 MTH sint8 blocked_los (int dx, int dy) const
183 {
184 dx += LOS_X0;
185 dy += LOS_Y0;
186
187 return 0 <= dx && dx < MAP_CLIENT_X
188 && 0 <= dy && dy < MAP_CLIENT_Y
189 ? los[dx][dy] : LOS_BLOCKED;
190 }
191
192 // unchecked variant
193 sint8 blocked_los_uc (int dx, int dy) const
194 {
195 return los[dx + LOS_X0][dy + LOS_Y0];
196 }
197
198 MTH void clear_los (sint8 value = LOS_BLOCKED);
199 MTH void update_los ();
171 200
172 shstr ACC (RW, invis_race); /* What race invisible to? */ 201 shstr ACC (RW, invis_race); /* What race invisible to? */
173 202
203 MTH const char *killer_name () const; // makes a string out of ->killer
204
174 MTH static player *create (); 205 MTH static player *create ();
206 static player *find (const_utf8_string name);
175 207
176 static player *load_pl (object_thawer &thawer); 208 static player *load_pl (object_thawer &thawer);
177 MTH static player *load_pl (const char *path); 209 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
210
211 MTH void link_skills ();
212 MTH object *find_skill (shstr_cmp name) const;
178 213
179 bool save_pl (object_freezer &freezer); 214 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path); 215 MTH bool save_pl (const char *path);
181 216
182 void do_destroy (); 217 void do_destroy ();
183 void gather_callbacks (AV *&callbacks, event_type event) const; 218 void gather_callbacks (AV *&callbacks, event_type event) const;
184 219
220 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
221
222 MTH void touch () { dirty = true; } // need to touch when logged out and changed
223
185 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const 224 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
186 { 225 {
187 if (ns) 226 if (ns)
188 ns->play_sound (sound, dx, dy); 227 ns->play_sound (sound, dx, dy);
189 } 228 }
190 229
191 // wether the player can "see" this mapspace or not, decided by los 230 // wether the player can "see" this mapspace or not, decided by los
192 // 0 - nothing see, 100 - fully visible 231 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
193 MTH sint8 visibility_at (maptile *map, int x, int y) const; 232 MTH sint8 darkness_at (maptile *map, int x, int y) const;
194 233
195 MTH void connect (client *ns); 234 MTH void connect (client *ns);
196 MTH void disconnect (); 235 MTH void disconnect ();
197 236
198 MTH void activate (); 237 MTH void activate ();
199 MTH void deactivate (); 238 MTH void deactivate ();
200 239
201 MTH void chargen_race_done (); 240 MTH void chargen_race_done ();
202 MTH void chargen_race_next (); 241 MTH void chargen_race_next ();
203 242
204 MTH void set_observe (object *ob); 243 MTH void set_observe (object_ornull *ob);
244 MTH void set_viewpoint (object_ornull *ob);
245
246 void send_msg (int color, const char *type, const char *msg)
247 {
248 ns->send_msg (color, type, msg);
249 }
250
251 // a prominent box that can easily be escaped away or so
252 // should be used for informative output such as who, maps etc.
253 // will stay on-screen
254 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
255
256 // a prominent msg that signifies some important event,
257 // an improvement potion effect potion. should not be long.
258 // might time out after a while
259 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
260
261 // a prominent box that signifies some error such as a failed
262 // improvement potion. should not be long.
263 MTH void failmsg (const char *msg, int color = NDI_RED);
205 264
206 ~player (); 265 ~player ();
207 266
208private: 267private:
209 void set_object (object *op); 268 void set_object (object *op);
216 275
217#define for_all_players(var) \ 276#define for_all_players(var) \
218 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 277 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
219 statementvar (player *, var, ::players [_i]) 278 statementvar (player *, var, ::players [_i])
220 279
280#define for_all_players_on_map(var,mapp) \
281 for_all_players(var) \
282 if ((var)->ob->map == (mapp))
283
284inline void
285object::statusmsg (const char *msg, int color)
286{
287 if (expect_true (contr)) contr->statusmsg (msg, color);
288}
289
290inline void
291object::failmsg (const char *msg, int color)
292{
293 if (expect_true (contr)) contr->failmsg (msg, color);
294}
295
296#endif

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