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Comparing deliantra/server/include/player.h (file contents):
Revision 1.53 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.68 by root, Thu Aug 16 06:36:56 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25enum bowtype_t 24enum bowtype_t
26{ 25{
27 bow_normal = 0, 26 bow_normal = 0,
83 82
84 sint64 ACC (RW, total_exp); 83 sint64 ACC (RW, total_exp);
85 uint32 ACC (RW, kills); 84 uint32 ACC (RW, kills);
86}; 85};
87 86
87// used for pet monster logic etc.
88static bool
89same_party (partylist *a, partylist *b)
90{
91 return a == b && a;
92}
93
88INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
89struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
90{ 96{
91 client *ACC (RO, ns); /* Socket information for this player */ 97 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
92 object *ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
93 int ACC (RO, active); 99 object_vector_index ACC (RO, active);
94 100
95 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
96 petmode_t ACC (RW, petmode); /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
97 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
98 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
99 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
100 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
101 107
102 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
103 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
104 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
105 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 */
106 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
107 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
108 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 */
115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
109 116
110 /* 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 */
111 bool ACC (RW, braced); /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
112 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
113 bool ACC (RW, do_los); /* 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 */
114 bool ACC (RW, fire_on); /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
115 bool ACC (RW, run_on); /* 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 */
116 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
117 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
118 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
119 125
120 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 */
127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
121 living ACC (RO, orig_stats); /* Permanent real stats of player */ 128 living ACC (RO, orig_stats); /* Permanent real stats of player */
122 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
123 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 */
124 131
125 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
126 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks 133 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
127 object_ptr ACC (RW, golem); // the currently controlled golem 134 object_ptr ACC (RW, golem); // the currently controlled golem
135 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
128 136
129 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) */
130 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 138 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
131 shstr ACC (RW, maplevel); /* On which level is the player? */ 139 shstr ACC (RW, maplevel); /* On which level is the player? */
132 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 */
172 MTH bool save_pl (const char *path); 180 MTH bool save_pl (const char *path);
173 181
174 void do_destroy (); 182 void do_destroy ();
175 void gather_callbacks (AV *&callbacks, event_type event) const; 183 void gather_callbacks (AV *&callbacks, event_type event) const;
176 184
185 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
186 {
187 if (ns)
188 ns->play_sound (sound, dx, dy);
189 }
190
177 // wether the player can "see" this mapspace or not, decided by los 191 // wether the player can "see" this mapspace or not, decided by los
178 // 0 - nothing see, 100 - fully visible 192 // 0 - nothing see, 100 - fully visible
179 MTH sint8 visibility_at (maptile *map, int x, int y) const; 193 MTH sint8 visibility_at (maptile *map, int x, int y) const;
180 194
181 MTH void connect (client *ns); 195 MTH void connect (client *ns);
182 MTH void disconnect (); 196 MTH void disconnect ();
183 197
184 MTH void activate (); 198 MTH void activate ();
185 MTH void deactivate (); 199 MTH void deactivate ();
186 200
187 // enters the initial map, after login or creation
188 MTH void enter_map ();
189
190 MTH void chargen_race_done (); 201 MTH void chargen_race_done ();
191 MTH void chargen_race_next (); 202 MTH void chargen_race_next ();
203
204 MTH void set_observe (object *ob);
205
206 void send_msg (int color, const char *type, const char *msg)
207 {
208 ns->send_msg (color, type, msg);
209 }
210
211 // a prominent box that can easily be escaped away or so
212 // should be used for informative output such as who, maps etc.
213 // will stay on-screen
214 void infobox (const char *msg, int color = NDI_BLACK)
215 {
216 send_msg (NDI_REPLY, LOG_CHANNEL, msg);
217 }
218
219 // a prominent msg that signifies some important event,
220 // an improvement potion effect potion. should not be long.
221 // might time out after a while
222 void statusmsg (const char *msg, int color = NDI_BLACK)
223 {
224 send_msg (NDI_REPLY | color, INFO_CHANNEL, msg);
225 }
226
227 // a prominent box that signifies some error such as a failed
228 // improvement potion. should not be long.
229 void errormsg (const char *msg, int color = NDI_RED)
230 {
231 play_sound (sound_find ("errormsg"));
232 statusmsg (msg, color);
233 }
192 234
193 ~player (); 235 ~player ();
194 236
195private: 237private:
196 void set_object (object *op); 238 void set_object (object *op);
200typedef object_vector<player, &player::active> playervec; 242typedef object_vector<player, &player::active> playervec;
201 243
202extern playervec players; 244extern playervec players;
203 245
204#define for_all_players(var) \ 246#define for_all_players(var) \
205 for (unsigned _i = 0; _i < players.size (); ++_i) \ 247 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
206 declvar (player *, var, players [_i]) 248 statementvar (player *, var, ::players [_i])
207 249
250inline void
251object::statusmsg (const char *msg, int color)
252{
253 if (expect_true (contr)) contr->statusmsg (msg, color);
254}
255
256inline void
257object::errormsg (const char *msg, int color)
258{
259 if (expect_true (contr)) contr->errormsg (msg, color);
260}

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