1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra 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 |
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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 */ |
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115 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yte defined */ |
114 | uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ |
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115 | uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ |
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 */ |
121 | bool ACC (RW, fire_on); /* Player should fire object, not move */ |
121 | 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 */ |
122 | 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 */ |
123 | bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ |
124 | 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 */ |
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125 | bool ACC (RW, dirty); // set if player is dirty (not reliable yet!) |
125 | |
126 | |
126 | float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ |
127 | 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 |
128 | float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks |
128 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
129 | living ACC (RO, orig_stats); /* Permanent real stats of player */ |
129 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
130 | object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ |
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145 | |
146 | |
146 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
147 | sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ |
147 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
148 | sint8 ACC (RW, levsp[11]); /* Same for sp */ |
148 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
149 | sint8 ACC (RW, levgrace[11]); /* And same for grace */ |
149 | |
150 | |
150 | char ACC (RW, killer)[64]; /* Who killed this player. */ |
151 | object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */ |
151 | |
152 | |
152 | char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ |
153 | 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 */ |
154 | char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ |
154 | |
155 | |
155 | partylist *ACC (RW, party); /* Party this player is part of */ |
156 | partylist *ACC (RW, party); /* Party this player is part of */ |
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169 | /* the player can see. For maps smaller than */ |
170 | /* the player can see. For maps smaller than */ |
170 | /* MAP_CLIENT_.., the upper left is used */ |
171 | /* MAP_CLIENT_.., the upper left is used */ |
171 | |
172 | |
172 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
173 | shstr ACC (RW, invis_race); /* What race invisible to? */ |
173 | |
174 | |
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175 | MTH const char *killer_name () const; // makes a string out of ->killer |
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176 | |
174 | MTH static player *create (); |
177 | MTH static player *create (); |
175 | static player *find (const_utf8_string name); |
178 | static player *find (const_utf8_string name); |
176 | |
179 | |
177 | static player *load_pl (object_thawer &thawer); |
180 | static player *load_pl (object_thawer &thawer); |
178 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
181 | MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } |
179 | |
182 | |
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183 | MTH void link_skills (); |
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184 | |
180 | bool save_pl (object_freezer &freezer); |
185 | bool save_pl (object_freezer &freezer); |
181 | MTH bool save_pl (const char *path); |
186 | MTH bool save_pl (const char *path); |
182 | |
187 | |
183 | void do_destroy (); |
188 | void do_destroy (); |
184 | void gather_callbacks (AV *&callbacks, event_type event) const; |
189 | void gather_callbacks (AV *&callbacks, event_type event) const; |
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190 | |
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191 | MTH dynbuf_text *expand_cfpod (const char *cfpod) const; |
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192 | |
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193 | MTH void touch () { dirty = true; } // need to touch when logged out and changed |
185 | |
194 | |
186 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
195 | MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const |
187 | { |
196 | { |
188 | if (ns) |
197 | if (ns) |
189 | ns->play_sound (sound, dx, dy); |
198 | ns->play_sound (sound, dx, dy); |
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200 | MTH void deactivate (); |
209 | MTH void deactivate (); |
201 | |
210 | |
202 | MTH void chargen_race_done (); |
211 | MTH void chargen_race_done (); |
203 | MTH void chargen_race_next (); |
212 | MTH void chargen_race_next (); |
204 | |
213 | |
205 | MTH void set_observe (object *ob); |
214 | MTH void set_observe (object_ornull *ob); |
206 | |
215 | |
207 | void send_msg (int color, const char *type, const char *msg) |
216 | void send_msg (int color, const char *type, const char *msg) |
208 | { |
217 | { |
209 | ns->send_msg (color, type, msg); |
218 | ns->send_msg (color, type, msg); |
210 | } |
219 | } |