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Comparing deliantra/server/include/player.h (file contents):
Revision 1.61 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.73 by root, Tue Sep 4 05:43:21 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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
93} 92}
94 93
95INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
96struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
97{ 96{
98 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 */
99 object *ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
100 int ACC (RO, active); 99 object_vector_index ACC (RO, active);
101 100
102 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
103 petmode_t ACC (RW, petmode); /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
105 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
106 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
107 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
108 107
109 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
110 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
111 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
112 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 */
113 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
114 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
115 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 */
116 116
117 /* 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 */
118 bool ACC (RW, braced); /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 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 ? */
120 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 */
170 /* MAP_CLIENT_.., the upper left is used */ 170 /* MAP_CLIENT_.., the upper left is used */
171 171
172 shstr ACC (RW, invis_race); /* What race invisible to? */ 172 shstr ACC (RW, invis_race); /* What race invisible to? */
173 173
174 MTH static player *create (); 174 MTH static player *create ();
175 static player *find (const_utf8_string name);
175 176
176 static player *load_pl (object_thawer &thawer); 177 static player *load_pl (object_thawer &thawer);
177 MTH static player *load_pl (const char *path); 178 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
178 179
179 bool save_pl (object_freezer &freezer); 180 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path); 181 MTH bool save_pl (const char *path);
181 182
182 void do_destroy (); 183 void do_destroy ();
183 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 }
184 191
185 // 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
186 // 0 - nothing see, 100 - fully visible 193 // 0 - nothing see, 100 - fully visible
187 MTH sint8 visibility_at (maptile *map, int x, int y) const; 194 MTH sint8 visibility_at (maptile *map, int x, int y) const;
188 195
195 MTH void chargen_race_done (); 202 MTH void chargen_race_done ();
196 MTH void chargen_race_next (); 203 MTH void chargen_race_next ();
197 204
198 MTH void set_observe (object *ob); 205 MTH void set_observe (object *ob);
199 206
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 // a prominent msg that signifies some important event,
218 // an improvement potion effect potion. should not be long.
219 // might time out after a while
220 void statusmsg (const char *msg, int color = NDI_BLACK);
221
222 // a prominent box that signifies some error such as a failed
223 // improvement potion. should not be long.
224 void failmsg (const char *msg, int color = NDI_RED);
225
200 ~player (); 226 ~player ();
201 227
202private: 228private:
203 void set_object (object *op); 229 void set_object (object *op);
204 player (); 230 player ();
207typedef object_vector<player, &player::active> playervec; 233typedef object_vector<player, &player::active> playervec;
208 234
209extern playervec players; 235extern playervec players;
210 236
211#define for_all_players(var) \ 237#define for_all_players(var) \
212 for (unsigned _i = 0; _i < players.size (); ++_i) \ 238 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
213 statementvar (player *, var, players [_i]) 239 statementvar (player *, var, ::players [_i])
214 240
241inline void
242object::statusmsg (const char *msg, int color)
243{
244 if (expect_true (contr)) contr->statusmsg (msg, color);
245}
246
247inline void
248object::failmsg (const char *msg, int color)
249{
250 if (expect_true (contr)) contr->failmsg (msg, color);
251}

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