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Comparing deliantra/server/include/player.h (file contents):
Revision 1.52 by root, Mon Apr 30 05:54:14 2007 UTC vs.
Revision 1.71 by root, Sat Aug 25 22:19:26 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_skill); // which skill to use for direct attacks
126 object_ptr ACC (RW, combat_ob); // which weapon to use 132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
127 object_ptr ACC (RW, ranged_skill); // which skill to use for ranged attacks 133 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
128 object_ptr ACC (RW, ranged_ob); // bow/spell
129 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)
130 136
131 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) */
132 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 */
133 shstr ACC (RW, maplevel); /* On which level is the player? */ 139 shstr ACC (RW, maplevel); /* On which level is the player? */
134 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 */
164 /* MAP_CLIENT_.., the upper left is used */ 170 /* MAP_CLIENT_.., the upper left is used */
165 171
166 shstr ACC (RW, invis_race); /* What race invisible to? */ 172 shstr ACC (RW, invis_race); /* What race invisible to? */
167 173
168 MTH static player *create (); 174 MTH static player *create ();
175 static player *find (const char *name);
169 176
170 static player *load_pl (object_thawer &thawer); 177 static player *load_pl (object_thawer &thawer);
171 MTH static player *load_pl (const char *path); 178 MTH static player *load_pl (const char *path);
172 179
173 bool save_pl (object_freezer &freezer); 180 bool save_pl (object_freezer &freezer);
174 MTH bool save_pl (const char *path); 181 MTH bool save_pl (const char *path);
175 182
176 void do_destroy (); 183 void do_destroy ();
177 void gather_callbacks (AV *&callbacks, event_type event) const; 184 void gather_callbacks (AV *&callbacks, event_type event) const;
185
186 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
187 {
188 if (ns)
189 ns->play_sound (sound, dx, dy);
190 }
178 191
179 // wether the player can "see" this mapspace or not, decided by los 192 // wether the player can "see" this mapspace or not, decided by los
180 // 0 - nothing see, 100 - fully visible 193 // 0 - nothing see, 100 - fully visible
181 MTH sint8 visibility_at (maptile *map, int x, int y) const; 194 MTH sint8 visibility_at (maptile *map, int x, int y) const;
182 195
183 MTH void set_skill (object *skill, object *ob = 0);
184
185 MTH void connect (client *ns); 196 MTH void connect (client *ns);
186 MTH void disconnect (); 197 MTH void disconnect ();
187 198
188 MTH void activate (); 199 MTH void activate ();
189 MTH void deactivate (); 200 MTH void deactivate ();
190 201
191 // enters the initial map, after login or creation
192 MTH void enter_map ();
193
194 MTH void chargen_race_done (); 202 MTH void chargen_race_done ();
195 MTH void chargen_race_next (); 203 MTH void chargen_race_next ();
204
205 MTH void set_observe (object *ob);
206
207 void send_msg (int color, const char *type, const char *msg)
208 {
209 ns->send_msg (color, type, msg);
210 }
211
212 // a prominent box that can easily be escaped away or so
213 // should be used for informative output such as who, maps etc.
214 // will stay on-screen
215 void infobox (const char *title, const char *msg, int color = NDI_BLACK)
216 {
217 send_msg (NDI_REPLY, LOG_CHANNEL, msg);
218 }
219
220 // a prominent msg that signifies some important event,
221 // an improvement potion effect potion. should not be long.
222 // might time out after a while
223 void statusmsg (const char *msg, int color = NDI_BLACK)
224 {
225 send_msg (NDI_REPLY | color, INFO_CHANNEL, msg);
226 }
227
228 // a prominent box that signifies some error such as a failed
229 // improvement potion. should not be long.
230 void failmsg (const char *msg, int color = NDI_RED)
231 {
232 play_sound (sound_find ("generic_failure"));
233 statusmsg (msg, color);
234 }
196 235
197 ~player (); 236 ~player ();
198 237
199private: 238private:
200 void set_object (object *op); 239 void set_object (object *op);
204typedef object_vector<player, &player::active> playervec; 243typedef object_vector<player, &player::active> playervec;
205 244
206extern playervec players; 245extern playervec players;
207 246
208#define for_all_players(var) \ 247#define for_all_players(var) \
209 for (unsigned _i = 0; _i < players.size (); ++_i) \ 248 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
210 declvar (player *, var, players [_i]) 249 statementvar (player *, var, ::players [_i])
211 250
251inline void
252object::statusmsg (const char *msg, int color)
253{
254 if (expect_true (contr)) contr->statusmsg (msg, color);
255}
256
257inline void
258object::failmsg (const char *msg, int color)
259{
260 if (expect_true (contr)) contr->failmsg (msg, color);
261}

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