--- deliantra/server/include/player.h 2007/08/25 22:19:26 1.71 +++ deliantra/server/include/player.h 2008/09/08 11:27:25 1.82 @@ -1,11 +1,11 @@ /* - * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Crossfire TRT is free software: you can redistribute it and/or modify + * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. @@ -18,7 +18,7 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . * - * The authors can be reached via e-mail to + * The authors can be reached via e-mail to */ enum bowtype_t @@ -111,8 +111,8 @@ int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ int ACC (RW, item_power); /* Total item power of objects equipped */ - uint8 ACC (RW, listening); /* Which priority will be used in info_all */ - uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ + uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ + uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ /* Try to put all the bitfields together - saves some small amount of memory */ bool ACC (RW, braced); /* Will not move if braced, only attack */ @@ -122,6 +122,7 @@ bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ + bool ACC (RW, dirty); // set if player is dirty (not reliable yet!) float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks @@ -147,7 +148,7 @@ sint8 ACC (RW, levsp[11]); /* Same for sp */ sint8 ACC (RW, levgrace[11]); /* And same for grace */ - char ACC (RW, killer)[64]; /* Who killed this player. */ + object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ @@ -171,11 +172,13 @@ shstr ACC (RW, invis_race); /* What race invisible to? */ + MTH const char *killer_name () const; // makes a string out of ->killer + MTH static player *create (); - static player *find (const char *name); + static player *find (const_utf8_string name); static player *load_pl (object_thawer &thawer); - MTH static player *load_pl (const char *path); + MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } bool save_pl (object_freezer &freezer); MTH bool save_pl (const char *path); @@ -183,6 +186,10 @@ void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; + MTH dynbuf_text *expand_cfpod (const char *cfpod) const; + + MTH void touch () { dirty = true; } // need to touch when logged out and changed + MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const { if (ns) @@ -202,7 +209,7 @@ MTH void chargen_race_done (); MTH void chargen_race_next (); - MTH void set_observe (object *ob); + MTH void set_observe (object_ornull *ob); void send_msg (int color, const char *type, const char *msg) { @@ -212,26 +219,16 @@ // a prominent box that can easily be escaped away or so // should be used for informative output such as who, maps etc. // will stay on-screen - void infobox (const char *title, const char *msg, int color = NDI_BLACK) - { - send_msg (NDI_REPLY, LOG_CHANNEL, msg); - } + MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK); // a prominent msg that signifies some important event, // an improvement potion effect potion. should not be long. // might time out after a while - void statusmsg (const char *msg, int color = NDI_BLACK) - { - send_msg (NDI_REPLY | color, INFO_CHANNEL, msg); - } + MTH void statusmsg (const char *msg, int color = NDI_BLACK); // a prominent box that signifies some error such as a failed // improvement potion. should not be long. - void failmsg (const char *msg, int color = NDI_RED) - { - play_sound (sound_find ("generic_failure")); - statusmsg (msg, color); - } + MTH void failmsg (const char *msg, int color = NDI_RED); ~player ();