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Comparing deliantra/server/include/player.h (file contents):
Revision 1.71 by root, Sat Aug 25 22:19:26 2007 UTC vs.
Revision 1.115 by root, Sat Nov 17 23:40:01 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
25
26#ifndef PLAYER_H_
27#define PLAYER_H_
28
29//+GPL
23 30
24enum bowtype_t 31enum bowtype_t
25{ 32{
26 bow_normal = 0, 33 bow_normal = 0,
27 bow_threewide = 1, 34 bow_threewide = 1,
67 74
68/* not really the player, but tied pretty closely */ 75/* not really the player, but tied pretty closely */
69INTERFACE_CLASS (partylist) 76INTERFACE_CLASS (partylist)
70struct partylist 77struct partylist
71{ 78{
72 char *ACC (RW, partyleader); 79 utf8_string ACC (RW, partyleader);
73 char ACC (RW, passwd)[9]; 80 char ACC (RW, passwd)[9];
74 partylist *ACC (RW, next); 81 partylist *ACC (RW, next);
75 char *ACC (RW, partyname); 82 utf8_string ACC (RW, partyname);
76 83
77 struct party_kill 84 struct party_kill
78 { 85 {
79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 86 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
80 sint64 exp; 87 sint64 exp;
83 sint64 ACC (RW, total_exp); 90 sint64 ACC (RW, total_exp);
84 uint32 ACC (RW, kills); 91 uint32 ACC (RW, kills);
85}; 92};
86 93
87// used for pet monster logic etc. 94// used for pet monster logic etc.
88static bool 95static inline bool
89same_party (partylist *a, partylist *b) 96same_party (partylist *a, partylist *b)
90{ 97{
91 return a == b && a; 98 return a == b && a;
92} 99}
93 100
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 110 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 111 unapplymode ACC (RW, unapply); /* Method for auto unapply */
105 uint32 ACC (RW, count); /* Any numbers typed before a command */ 112 uint32 ACC (RW, count); /* Any numbers typed before a command */
106 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 113 uint32 ACC (RW, mode); /* Mode of player for pickup. */
107 114
108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 115 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 116 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 117 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 118 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 119 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */ 120 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 */ 121 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
122 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
116 123
117 /* Try to put all the bitfields together - saves some small amount of memory */ 124 /* 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 */ 125 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 126 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 */ 127 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 */ 128 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 */ 129 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 */ 130 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 131 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
132 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
125 133
126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 134 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 135 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 living ACC (RO, orig_stats); /* Permanent real stats of player */ 136 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 137 object_ptr last_skill_ob[CS_NUM_SKILLS]; /* the exp object */
130 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 138 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
131 139
132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 140 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 141 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 142 object_ptr ACC (RW, golem); // the currently controlled golem
135 object_ptr ACC (RW, observe); // the object that is being observed (or 0) 143 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
144 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
136 145
137 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 146 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 */ 147 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
139 shstr ACC (RW, maplevel); /* On which level is the player? */ 148 shstr ACC (RW, maplevel); /* On which level is the player? */
140 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 149 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
145 154
146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 155 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
147 sint8 ACC (RW, levsp[11]); /* Same for sp */ 156 sint8 ACC (RW, levsp[11]); /* Same for sp */
148 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 157 sint8 ACC (RW, levgrace[11]); /* And same for grace */
149 158
150 char ACC (RW, killer)[64]; /* Who killed this player. */ 159 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
151 160
161 float speed_left_save; // speed optimisation, see process_players[12]
152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 162 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 */ 163 char ACC (RW, password)[256]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
154 164
155 partylist *ACC (RW, party); /* Party this player is part of */ 165 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 */ 166 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
157 /* but we will have to get password first */ 167 /* but we will have to get password first */
158 /* so we have to remember which party to */ 168 /* so we have to remember which party to */
159 /* join */ 169 /* join */
160 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 170 char ACC (RW, search_str)[256]; /* Item we are looking for */
161 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 171 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
162 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ 172 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
163 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 173 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
164 object_ptr ACC (RW, mark); /* marked object */ 174 object_ptr ACC (RW, mark); /* marked object */
165 /* Special DM fields */ 175 /* Special DM fields */
166 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 176 tag_t *stack_items; /* Item stack for patch/dump/... commands */
167 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 177 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 */ 178 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
169 /* the player can see. For maps smaller than */ 179 /* the player can see. For maps smaller than */
170 /* MAP_CLIENT_.., the upper left is used */ 180 /* MAP_CLIENT_.., the center is used */
181
182//-GPL
183
184 // stats updates are very costly, so delay them if at all possible
185 bool ACC (RW, delayed_update);
186 void queue_stats_update ()
187 {
188 delayed_update = true;
189 }
190 void need_updated_stats ()
191 {
192 if (delayed_update)
193 ob->update_stats ();
194 }
195
196#if 0
197 enum {
198 SA_SPELLS = 1<<0,
199 SA_EXP = 1<<1,
200 };
201
202 uint8 ACxC (RW, stat_update_flags);
203
204 void need_stat_update (int flags)
205 {
206 stat_update_flags |= flags;
207 }
208#endif
209
210 // return the los value for the given coordinate
211 MTH sint8 blocked_los (int dx, int dy) const
212 {
213 dx += LOS_X0;
214 dy += LOS_Y0;
215
216 return 0 <= dx && dx < MAP_CLIENT_X
217 && 0 <= dy && dy < MAP_CLIENT_Y
218 ? los[dx][dy] : LOS_BLOCKED;
219 }
220
221 // unchecked variant
222 sint8 blocked_los_uc (int dx, int dy) const
223 {
224 return los[dx + LOS_X0][dy + LOS_Y0];
225 }
226
227 MTH void clear_los (sint8 value = LOS_BLOCKED);
228 MTH void update_los ();
171 229
172 shstr ACC (RW, invis_race); /* What race invisible to? */ 230 shstr ACC (RW, invis_race); /* What race invisible to? */
173 231
232 MTH const_utf8_string killer_name () const; // makes a string out of ->killer
233
174 MTH static player *create (); 234 MTH static player *create ();
175 static player *find (const char *name); 235 static player *find (const_utf8_string name);
176 236
177 static player *load_pl (object_thawer &thawer); 237 static player *load_pl (object_thawer &thawer);
178 MTH static player *load_pl (const char *path); 238 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
239
240 MTH void link_skills ();
241 MTH object *find_skill (shstr_cmp name) const;
179 242
180 bool save_pl (object_freezer &freezer); 243 bool save_pl (object_freezer &freezer);
181 MTH bool save_pl (const char *path); 244 MTH bool save_pl (const_octet_string path);
182 245
183 void do_destroy (); 246 void do_destroy ();
184 void gather_callbacks (AV *&callbacks, event_type event) const; 247 void gather_callbacks (AV *&callbacks, event_type event) const;
185 248
249 MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
250 static dynbuf_text *expand_cfpod (int hintmode, int gender, const_utf8_string cfpod);
251
252 MTH void touch () { dirty = true; } // need to touch when logged out and changed
253
186 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const 254 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
187 { 255 {
188 if (ns) 256 if (ns)
189 ns->play_sound (sound, dx, dy); 257 ns->play_sound (sound, dx, dy);
190 } 258 }
191 259
192 // wether the player can "see" this mapspace or not, decided by los 260 // wether the player can "see" this mapspace or not, decided by los
193 // 0 - nothing see, 100 - fully visible 261 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
194 MTH sint8 visibility_at (maptile *map, int x, int y) const; 262 MTH sint8 darkness_at (maptile *map, int x, int y) const;
195 263
196 MTH void connect (client *ns); 264 MTH void connect (client *ns);
197 MTH void disconnect (); 265 MTH void disconnect ();
198 266
199 MTH void activate (); 267 MTH void activate ();
200 MTH void deactivate (); 268 MTH void deactivate ();
201 269
202 MTH void chargen_race_done (); 270 MTH void chargen_race_done ();
203 MTH void chargen_race_next (); 271 MTH void chargen_race_next ();
204 272
205 MTH void set_observe (object *ob); 273 MTH void set_observe (object_ornull *ob);
274 MTH void set_viewpoint (object_ornull *ob);
206 275
207 void send_msg (int color, const char *type, const char *msg) 276 void send_msg (int color, const_utf8_string type, const_utf8_string msg)
208 { 277 {
209 ns->send_msg (color, type, msg); 278 ns->send_msg (color, type, msg);
210 } 279 }
211 280
212 // a prominent box that can easily be escaped away or so 281 // a prominent box that can easily be escaped away or so
213 // should be used for informative output such as who, maps etc. 282 // should be used for informative output such as who, maps etc.
214 // will stay on-screen 283 // will stay on-screen
215 void infobox (const char *title, const char *msg, int color = NDI_BLACK) 284 MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
216 {
217 send_msg (NDI_REPLY, LOG_CHANNEL, msg);
218 }
219 285
220 // a prominent msg that signifies some important event, 286 // a prominent msg that signifies some important event,
221 // an improvement potion effect potion. should not be long. 287 // an improvement potion effect potion. should not be long.
222 // might time out after a while 288 // might time out after a while
223 void statusmsg (const char *msg, int color = NDI_BLACK) 289 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
224 {
225 send_msg (NDI_REPLY | color, INFO_CHANNEL, msg);
226 }
227 290
228 // a prominent box that signifies some error such as a failed 291 // a prominent box that signifies some error such as a failed
229 // improvement potion. should not be long. 292 // improvement potion. should not be long.
230 void failmsg (const char *msg, int color = NDI_RED) 293 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
294 void failmsgf (const_utf8_string format, ...); // always NDI_RED
295
296 MTH void update_spells () const
231 { 297 {
232 play_sound (sound_find ("generic_failure")); 298 if (ns)
233 statusmsg (msg, color); 299 ns->update_spells = true;
234 } 300 }
235 301
236 ~player (); 302 ~player ();
237 303
238private: 304private:
246 312
247#define for_all_players(var) \ 313#define for_all_players(var) \
248 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 314 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
249 statementvar (player *, var, ::players [_i]) 315 statementvar (player *, var, ::players [_i])
250 316
317#define for_all_players_on_map(var,mapp) \
318 for_all_players(var) \
319 if ((var)->ob->map == (mapp))
320
251inline void 321inline void
252object::statusmsg (const char *msg, int color) 322object::statusmsg (const_utf8_string msg, int color)
253{ 323{
254 if (expect_true (contr)) contr->statusmsg (msg, color); 324 if (expect_true (contr)) contr->statusmsg (msg, color);
255} 325}
256 326
257inline void 327inline void
258object::failmsg (const char *msg, int color) 328object::failmsg (const_utf8_string msg, int color)
259{ 329{
260 if (expect_true (contr)) contr->failmsg (msg, color); 330 if (expect_true (contr)) contr->failmsg (msg, color);
261} 331}
332
333#endif
334

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