--- 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 ();