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Comparing deliantra/server/include/player.h (file contents):
Revision 1.31 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.67 by root, Wed Aug 15 05:01:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/
23
24#define NUM_OUTPUT_BUFS 5
25struct Output_Buf
26{
27 shstr buf; /* Actual string pointer */
28 uint32 first_update; /* First time this message was stored */
29 uint16 count; /* How many times we got this message */
30};
31
32/* wand/rod/horn rolled into range_misc. They all use the same body location
33 * anyways.
34 */ 22 */
35enum rangetype
36{
37 range_bottom = -1,
38 range_none = 0,
39 range_bow = 1,
40 range_magic = 2,
41 range_misc = 3,
42 range_golem = 4,
43 range_skill = 5,
44 range_builder = 6,
45 range_size = 7
46};
47 23
48enum bowtype_t 24enum bowtype_t
49{ 25{
50 bow_normal = 0, 26 bow_normal = 0,
51 bow_threewide = 1, 27 bow_threewide = 1,
52 bow_spreadshot = 2, 28 bow_spreadshot = 2,
53 bow_n = 3, /* must stay at 3 */ 29 bow_n = 3, /* must stay at 3 */
54 bow_ne = 4, 30 bow_ne = 4,
55 bow_e = 5, 31 bow_e = 5,
56 bow_se = 6, 32 bow_se = 6,
57 bow_s = 7, 33 bow_s = 7,
58 bow_sw = 8, 34 bow_sw = 8,
59 bow_w = 9, 35 bow_w = 9,
60 bow_nw = 10, /* must stay at 10 */ 36 bow_nw = 10, /* must stay at 10 */
61 bow_bestarrow = 11 37 bow_bestarrow = 11
62}; 38};
63 39
64enum petmode_t 40enum petmode_t
65{ 41{
66 pet_normal = 0, 42 pet_normal = 0,
67 pet_sad = 1, 43 pet_sad = 1,
68 pet_defend = 2, 44 pet_defend = 2,
69 pet_arena = 3 45 pet_arena = 3,
70}; 46};
71 47
72enum usekeytype 48enum usekeytype
73{ 49{
74 key_inventory = 0, 50 key_inventory = 0,
75 keyrings = 1, 51 keyrings = 1,
76 containers = 2 52 containers = 2,
77}; 53};
78 54
79/* 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
80 * an object before we can apply another one. 56 * an object before we can apply another one.
81 */ 57 */
88 /* that need to be unapplied, there is no way for the player */ 64 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */ 65 /* to control which of these will be unapplied. */
90}; 66};
91 67
92/* not really the player, but tied pretty closely */ 68/* not really the player, but tied pretty closely */
69INTERFACE_CLASS (partylist)
93struct partylist 70struct partylist
94{ 71{
95 char *partyleader; 72 char *ACC (RW, partyleader);
96 char passwd[9]; 73 char ACC (RW, passwd)[9];
97 partylist *next; 74 partylist *ACC (RW, next);
98 char *partyname; 75 char *ACC (RW, partyname);
99 76
100#ifdef PARTY_KILL_LOG
101 struct party_kill 77 struct party_kill
102 { 78 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp; 80 sint64 exp;
105 } party_kills[PARTY_KILL_LOG]; 81 } party_kills[PARTY_KILL_LOG];
106#endif 82
107 sint64 total_exp; 83 sint64 ACC (RW, total_exp);
108 uint32 kills; 84 uint32 ACC (RW, kills);
109}; 85};
110 86
87// used for pet monster logic etc.
88static bool
89same_party (partylist *a, partylist *b)
90{
91 return a == b && a;
92}
93
111ACC_CLASS (player) 94INTERFACE_CLASS (player)
112 95struct player : zero_initialised, attachable
113// memsettable part of player
114struct player_pod
115{ 96{
97 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
116 object_ptr ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
117 maptile *loading; /* When entering a map in progress of loading, not really used */ 99 object_vector_index ACC (RO, active);
118 rangetype shoottype; /* Which range-attack is being used by player */ 100
119 bowtype_t bowtype; /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
120 petmode_t petmode; /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
121 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
122 /* That not all are used, it is just nice to map this 1:1 */
123 /* With the range names */
124 usekeytype usekeys; /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
126 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 107
129 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 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 */
133 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
135 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 */
136 sint8 ACC (RW, last_level); /* Last level we sent to client */ 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 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
140 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
141 uint32 ACC (RO, do_los):1; /* 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 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
143 uint32 ACC (RO, run_on):1; /* 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 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
145 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
146 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
147 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
148 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
149
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152 125
153 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 */
154 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ 127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
155 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
156 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
157 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
158 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
159 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
160 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
161 living ACC (RO, orig_stats); /* Permanent real stats of player */ 128 living ACC (RO, orig_stats); /* Permanent real stats of player */
162 living ACC (RO, last_stats); /* Last stats as sent to client */ 129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
163 float ACC (RW, last_speed); /* Last speed as sent to client */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
165 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 */
166 131
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)
136
167 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) */
168 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 138 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
169 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 139 shstr ACC (RW, maplevel); /* On which level is the player? */
170 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 */
171 141
172 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 142 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
173 /* Note that for dragon players, this is filled in for them */ 143 /* Note that for dragon players, this is filled in for them */
174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 144 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
175 145
176 sint8 levhp[11]; /* What the player gained on that level */ 146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
177 sint8 levsp[11]; /* Same for sp */ 147 sint8 ACC (RW, levsp[11]); /* Same for sp */
178 sint8 levgrace[11]; /* And same for grace */ 148 sint8 ACC (RW, levgrace[11]); /* And same for grace */
179 149
180 char ACC (RW, killer)[64]; /* Who killed this player. */ 150 char ACC (RW, killer)[64]; /* Who killed this player. */
181 151
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
183 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 153 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
184 154
185 time_t ACC (RW, last_save_time);
186 uint32 ACC (RW, last_save_tick);
187 partylist *ACC (RW, party); /* Party this player is part of */ 155 partylist *ACC (RW, party); /* Party this player is part of */
188 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 156 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
189 /* but we will have to get password first */ 157 /* but we will have to get password first */
190 /* so we have to remember which party to */ 158 /* so we have to remember which party to */
191 /* join */ 159 /* join */
196 object_ptr ACC (RW, mark); /* marked object */ 164 object_ptr ACC (RW, mark); /* marked object */
197 /* Special DM fields */ 165 /* Special DM fields */
198 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 166 tag_t *stack_items; /* Item stack for patch/dump/... commands */
199 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 167 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
200 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 */
201 /* the player can see. For maps smaller than */ 169 /* the player can see. For maps smaller than */
202 /* MAP_CLIENT_.., the upper left is used */ 170 /* MAP_CLIENT_.., the upper left is used */
203};
204 171
205struct player : zero_initialised, attachable<player>, player_pod
206{
207 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
208 client *ACC (RO, ns); /* Socket information for this player */
209 shstr ACC (RW, invis_race); /* What race invisible to? */ 172 shstr ACC (RW, invis_race); /* What race invisible to? */
210 bool ACC (RW, enable_save);
211 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
212 173
213 void clear () 174 MTH static player *create ();
175
176 static player *load_pl (object_thawer &thawer);
177 MTH static player *load_pl (const char *path);
178
179 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path);
181
182 void do_destroy ();
183 void gather_callbacks (AV *&callbacks, event_type event) const;
184
185 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
214 { 186 {
215 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod)); 187 if (ns)
216 attachable_clear (); 188 ns->play_sound (sound, dx, dy);
217 invis_race = 0;
218
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
220 outputs[i].buf = 0;
221 } 189 }
222 190
223 static player *create (); 191 // wether the player can "see" this mapspace or not, decided by los
224 static player *load (const char *path); 192 // 0 - nothing see, 100 - fully visible
225 void save (bool final = false); 193 MTH sint8 visibility_at (maptile *map, int x, int y) const;
226 194
227 void connect (client *ns); 195 MTH void connect (client *ns);
196 MTH void disconnect ();
197
198 MTH void activate ();
199 MTH void deactivate ();
200
201 MTH void chargen_race_done ();
202 MTH void chargen_race_next ();
203
204 MTH void set_observe (object *ob);
228 205
229 ~player (); 206 ~player ();
230 207
231private: 208private:
232 void set_object (object *op); 209 void set_object (object *op);
233 player (); 210 player ();
234}; 211};
235 212
213typedef object_vector<player, &player::active> playervec;
214
215extern playervec players;
216
217#define for_all_players(var) \
218 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
219 statementvar (player *, var, ::players [_i])
220

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