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Comparing deliantra/server/include/player.h (file contents):
Revision 1.73 by root, Tue Sep 4 05:43:21 2007 UTC vs.
Revision 1.81 by root, Fri Aug 29 02:07:09 2008 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 8 * Deliantra 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24enum bowtype_t 24enum bowtype_t
25{ 25{
26 bow_normal = 0, 26 bow_normal = 0,
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */ 113 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 */ 114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */
116 115
117 /* Try to put all the bitfields together - saves some small amount of memory */ 116 /* 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 */ 117 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 118 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 */ 119 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 */ 120 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 */ 121 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 */ 122 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 123 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
124 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
125 125
126 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 127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 living ACC (RO, orig_stats); /* Permanent real stats of player */ 128 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
145 145
146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
147 sint8 ACC (RW, levsp[11]); /* Same for sp */ 147 sint8 ACC (RW, levsp[11]); /* Same for sp */
148 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 148 sint8 ACC (RW, levgrace[11]); /* And same for grace */
149 149
150 char ACC (RW, killer)[64]; /* Who killed this player. */ 150 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
151 151
152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 152 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 */ 153 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
154 154
155 partylist *ACC (RW, party); /* Party this player is part of */ 155 partylist *ACC (RW, party); /* Party this player is part of */
169 /* the player can see. For maps smaller than */ 169 /* the player can see. For maps smaller than */
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 const char *killer_name () const; // makes a string out of ->killer
175
174 MTH static player *create (); 176 MTH static player *create ();
175 static player *find (const_utf8_string name); 177 static player *find (const_utf8_string name);
176 178
177 static player *load_pl (object_thawer &thawer); 179 static player *load_pl (object_thawer &thawer);
178 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } 180 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
180 bool save_pl (object_freezer &freezer); 182 bool save_pl (object_freezer &freezer);
181 MTH bool save_pl (const char *path); 183 MTH bool save_pl (const char *path);
182 184
183 void do_destroy (); 185 void do_destroy ();
184 void gather_callbacks (AV *&callbacks, event_type event) const; 186 void gather_callbacks (AV *&callbacks, event_type event) const;
187
188 MTH void touch () { dirty = true; } // need to touch when logged out and changed
185 189
186 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const 190 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
187 { 191 {
188 if (ns) 192 if (ns)
189 ns->play_sound (sound, dx, dy); 193 ns->play_sound (sound, dx, dy);
200 MTH void deactivate (); 204 MTH void deactivate ();
201 205
202 MTH void chargen_race_done (); 206 MTH void chargen_race_done ();
203 MTH void chargen_race_next (); 207 MTH void chargen_race_next ();
204 208
205 MTH void set_observe (object *ob); 209 MTH void set_observe (object_ornull *ob);
206 210
207 void send_msg (int color, const char *type, const char *msg) 211 void send_msg (int color, const char *type, const char *msg)
208 { 212 {
209 ns->send_msg (color, type, msg); 213 ns->send_msg (color, type, msg);
210 } 214 }
211 215
212 // a prominent box that can easily be escaped away or so 216 // a prominent box that can easily be escaped away or so
213 // should be used for informative output such as who, maps etc. 217 // should be used for informative output such as who, maps etc.
214 // will stay on-screen 218 // will stay on-screen
215 void infobox (const char *title, const char *msg, int color = NDI_BLACK); 219 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
216 220
217 // a prominent msg that signifies some important event, 221 // a prominent msg that signifies some important event,
218 // an improvement potion effect potion. should not be long. 222 // an improvement potion effect potion. should not be long.
219 // might time out after a while 223 // might time out after a while
220 void statusmsg (const char *msg, int color = NDI_BLACK); 224 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
221 225
222 // a prominent box that signifies some error such as a failed 226 // a prominent box that signifies some error such as a failed
223 // improvement potion. should not be long. 227 // improvement potion. should not be long.
224 void failmsg (const char *msg, int color = NDI_RED); 228 MTH void failmsg (const char *msg, int color = NDI_RED);
225 229
226 ~player (); 230 ~player ();
227 231
228private: 232private:
229 void set_object (object *op); 233 void set_object (object *op);

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