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Comparing deliantra/server/include/player.h (file contents):
Revision 1.68 by root, Thu Aug 16 06:36:56 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 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
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
159 float speed_left_save; // spee doptimisation, see process_players[12]
152 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 */
153 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 */
154 162
155 partylist *ACC (RW, party); /* Party this player is part of */ 163 partylist *ACC (RW, party); /* Party this player is part of */
156 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 */
157 /* but we will have to get password first */ 165 /* but we will have to get password first */
158 /* so we have to remember which party to */ 166 /* so we have to remember which party to */
159 /* join */ 167 /* join */
160 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 168 char ACC (RW, search_str)[256]; /* Item we are looking for */
161 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 169 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
162 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 */
163 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 171 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
164 object_ptr ACC (RW, mark); /* marked object */ 172 object_ptr ACC (RW, mark); /* marked object */
165 /* Special DM fields */ 173 /* Special DM fields */
166 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 174 tag_t *stack_items; /* Item stack for patch/dump/... commands */
167 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 */
168 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 */
169 /* the player can see. For maps smaller than */ 177 /* the player can see. For maps smaller than */
170 /* 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 ();
171 213
172 shstr ACC (RW, invis_race); /* What race invisible to? */ 214 shstr ACC (RW, invis_race); /* What race invisible to? */
173 215
216 MTH const char *killer_name () const; // makes a string out of ->killer
217
174 MTH static player *create (); 218 MTH static player *create ();
219 static player *find (const_utf8_string name);
175 220
176 static player *load_pl (object_thawer &thawer); 221 static player *load_pl (object_thawer &thawer);
177 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;
178 226
179 bool save_pl (object_freezer &freezer); 227 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path); 228 MTH bool save_pl (const char *path);
181 229
182 void do_destroy (); 230 void do_destroy ();
183 void gather_callbacks (AV *&callbacks, event_type event) const; 231 void gather_callbacks (AV *&callbacks, event_type event) const;
184 232
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
185 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const 237 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
186 { 238 {
187 if (ns) 239 if (ns)
188 ns->play_sound (sound, dx, dy); 240 ns->play_sound (sound, dx, dy);
189 } 241 }
190 242
191 // 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
192 // 0 - nothing see, 100 - fully visible 244 // 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; 245 MTH sint8 darkness_at (maptile *map, int x, int y) const;
194 246
195 MTH void connect (client *ns); 247 MTH void connect (client *ns);
196 MTH void disconnect (); 248 MTH void disconnect ();
197 249
198 MTH void activate (); 250 MTH void activate ();
199 MTH void deactivate (); 251 MTH void deactivate ();
200 252
201 MTH void chargen_race_done (); 253 MTH void chargen_race_done ();
202 MTH void chargen_race_next (); 254 MTH void chargen_race_next ();
203 255
204 MTH void set_observe (object *ob); 256 MTH void set_observe (object_ornull *ob);
257 MTH void set_viewpoint (object_ornull *ob);
205 258
206 void send_msg (int color, const char *type, const char *msg) 259 void send_msg (int color, const char *type, const char *msg)
207 { 260 {
208 ns->send_msg (color, type, msg); 261 ns->send_msg (color, type, msg);
209 } 262 }
210 263
211 // a prominent box that can easily be escaped away or so 264 // a prominent box that can easily be escaped away or so
212 // should be used for informative output such as who, maps etc. 265 // should be used for informative output such as who, maps etc.
213 // will stay on-screen 266 // will stay on-screen
214 void infobox (const char *msg, int color = NDI_BLACK) 267 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
215 {
216 send_msg (NDI_REPLY, LOG_CHANNEL, msg);
217 }
218 268
219 // a prominent msg that signifies some important event, 269 // a prominent msg that signifies some important event,
220 // an improvement potion effect potion. should not be long. 270 // an improvement potion effect potion. should not be long.
221 // might time out after a while 271 // might time out after a while
222 void statusmsg (const char *msg, int color = NDI_BLACK) 272 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
223 {
224 send_msg (NDI_REPLY | color, INFO_CHANNEL, msg);
225 }
226 273
227 // a prominent box that signifies some error such as a failed 274 // a prominent box that signifies some error such as a failed
228 // improvement potion. should not be long. 275 // improvement potion. should not be long.
229 void errormsg (const char *msg, int color = NDI_RED) 276 MTH void failmsg (const char *msg, int color = NDI_RED);
277
278 MTH void update_spells () const
230 { 279 {
231 play_sound (sound_find ("errormsg")); 280 if (ns)
232 statusmsg (msg, color); 281 ns->update_spells = true;
233 } 282 }
234 283
235 ~player (); 284 ~player ();
236 285
237private: 286private:
245 294
246#define for_all_players(var) \ 295#define for_all_players(var) \
247 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 296 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
248 statementvar (player *, var, ::players [_i]) 297 statementvar (player *, var, ::players [_i])
249 298
299#define for_all_players_on_map(var,mapp) \
300 for_all_players(var) \
301 if ((var)->ob->map == (mapp))
302
250inline void 303inline void
251object::statusmsg (const char *msg, int color) 304object::statusmsg (const char *msg, int color)
252{ 305{
253 if (expect_true (contr)) contr->statusmsg (msg, color); 306 if (expect_true (contr)) contr->statusmsg (msg, color);
254} 307}
255 308
256inline void 309inline void
257object::errormsg (const char *msg, int color) 310object::failmsg (const char *msg, int color)
258{ 311{
259 if (expect_true (contr)) contr->errormsg (msg, color); 312 if (expect_true (contr)) contr->failmsg (msg, color);
260} 313}
314
315#endif

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