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Comparing deliantra/server/include/player.h (file contents):
Revision 1.75 by root, Fri Dec 28 12:44:45 2007 UTC vs.
Revision 1.98 by root, Wed Nov 11 04:45:22 2009 UTC

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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24#ifndef PLAYER_H_
25#define PLAYER_H_
26
27//+GPL
23 28
24enum bowtype_t 29enum bowtype_t
25{ 30{
26 bow_normal = 0, 31 bow_normal = 0,
27 bow_threewide = 1, 32 bow_threewide = 1,
83 sint64 ACC (RW, total_exp); 88 sint64 ACC (RW, total_exp);
84 uint32 ACC (RW, kills); 89 uint32 ACC (RW, kills);
85}; 90};
86 91
87// used for pet monster logic etc. 92// used for pet monster logic etc.
88static bool 93static inline bool
89same_party (partylist *a, partylist *b) 94same_party (partylist *a, partylist *b)
90{ 95{
91 return a == b && a; 96 return a == b && a;
92} 97}
93 98
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 108 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 109 unapplymode ACC (RW, unapply); /* Method for auto unapply */
105 uint32 ACC (RW, count); /* Any numbers typed before a command */ 110 uint32 ACC (RW, count); /* Any numbers typed before a command */
106 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 111 uint32 ACC (RW, mode); /* Mode of player for pickup. */
107 112
108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 113 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 114 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 115 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 116 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 117 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */ 118 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 */ 119 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
120 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
116 121
117 /* Try to put all the bitfields together - saves some small amount of memory */ 122 /* 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 */ 123 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 124 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 */ 125 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 */ 126 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 */ 127 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 */ 128 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 129 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
130 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
125 131
126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 132 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 133 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 living ACC (RO, orig_stats); /* Permanent real stats of player */ 134 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 135 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
130 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 136 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
131 137
132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 138 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
133 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks 139 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
134 object_ptr ACC (RW, golem); // the currently controlled golem 140 object_ptr ACC (RW, golem); // the currently controlled golem
135 object_ptr ACC (RW, observe); // the object that is being observed (or 0) 141 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
142 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
136 143
137 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 144 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
138 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 145 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
139 shstr ACC (RW, maplevel); /* On which level is the player? */ 146 shstr ACC (RW, maplevel); /* On which level is the player? */
140 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 147 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
145 152
146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 153 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
147 sint8 ACC (RW, levsp[11]); /* Same for sp */ 154 sint8 ACC (RW, levsp[11]); /* Same for sp */
148 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 155 sint8 ACC (RW, levgrace[11]); /* And same for grace */
149 156
150 char ACC (RW, killer)[64]; /* Who killed this player. */ 157 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
151 158
152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 159 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 */ 160 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
154 161
155 partylist *ACC (RW, party); /* Party this player is part of */ 162 partylist *ACC (RW, party); /* Party this player is part of */
156 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 163 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
157 /* but we will have to get password first */ 164 /* but we will have to get password first */
158 /* so we have to remember which party to */ 165 /* so we have to remember which party to */
159 /* join */ 166 /* join */
160 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ 167 char ACC (RW, search_str)[256]; /* Item we are looking for */
161 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ 168 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
162 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ 169 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
163 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 170 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
164 object_ptr ACC (RW, mark); /* marked object */ 171 object_ptr ACC (RW, mark); /* marked object */
165 /* Special DM fields */ 172 /* Special DM fields */
166 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 173 tag_t *stack_items; /* Item stack for patch/dump/... commands */
167 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 174 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
168 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 175 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
169 /* the player can see. For maps smaller than */ 176 /* the player can see. For maps smaller than */
170 /* MAP_CLIENT_.., the upper left is used */ 177 /* MAP_CLIENT_.., the center is used */
178
179//-GPL
180
181 // stats updates are very costly, so delay them if at all possible
182 bool ACC (RW, delayed_update);
183 void queue_stats_update ()
184 {
185 delayed_update = true;
186 }
187 void need_updated_stats ()
188 {
189 if (delayed_update)
190 ob->update_stats ();
191 }
192
193 // return the los value for the given coordinate
194 MTH sint8 blocked_los (int dx, int dy) const
195 {
196 dx += LOS_X0;
197 dy += LOS_Y0;
198
199 return 0 <= dx && dx < MAP_CLIENT_X
200 && 0 <= dy && dy < MAP_CLIENT_Y
201 ? los[dx][dy] : LOS_BLOCKED;
202 }
203
204 // unchecked variant
205 sint8 blocked_los_uc (int dx, int dy) const
206 {
207 return los[dx + LOS_X0][dy + LOS_Y0];
208 }
209
210 MTH void clear_los (sint8 value = LOS_BLOCKED);
211 MTH void update_los ();
171 212
172 shstr ACC (RW, invis_race); /* What race invisible to? */ 213 shstr ACC (RW, invis_race); /* What race invisible to? */
214
215 MTH const char *killer_name () const; // makes a string out of ->killer
173 216
174 MTH static player *create (); 217 MTH static player *create ();
175 static player *find (const_utf8_string name); 218 static player *find (const_utf8_string name);
176 219
177 static player *load_pl (object_thawer &thawer); 220 static player *load_pl (object_thawer &thawer);
178 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } 221 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
179 222
223 MTH void link_skills ();
224 MTH object *find_skill (shstr_cmp name) const;
225
180 bool save_pl (object_freezer &freezer); 226 bool save_pl (object_freezer &freezer);
181 MTH bool save_pl (const char *path); 227 MTH bool save_pl (const char *path);
182 228
183 void do_destroy (); 229 void do_destroy ();
184 void gather_callbacks (AV *&callbacks, event_type event) const; 230 void gather_callbacks (AV *&callbacks, event_type event) const;
185 231
232 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
233
234 MTH void touch () { dirty = true; } // need to touch when logged out and changed
235
186 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const 236 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
187 { 237 {
188 if (ns) 238 if (ns)
189 ns->play_sound (sound, dx, dy); 239 ns->play_sound (sound, dx, dy);
190 } 240 }
191 241
192 // wether the player can "see" this mapspace or not, decided by los 242 // wether the player can "see" this mapspace or not, decided by los
193 // 0 - nothing see, 100 - fully visible 243 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
194 MTH sint8 visibility_at (maptile *map, int x, int y) const; 244 MTH sint8 darkness_at (maptile *map, int x, int y) const;
195 245
196 MTH void connect (client *ns); 246 MTH void connect (client *ns);
197 MTH void disconnect (); 247 MTH void disconnect ();
198 248
199 MTH void activate (); 249 MTH void activate ();
200 MTH void deactivate (); 250 MTH void deactivate ();
201 251
202 MTH void chargen_race_done (); 252 MTH void chargen_race_done ();
203 MTH void chargen_race_next (); 253 MTH void chargen_race_next ();
204 254
205 MTH void set_observe (object *ob); 255 MTH void set_observe (object_ornull *ob);
256 MTH void set_viewpoint (object_ornull *ob);
206 257
207 void send_msg (int color, const char *type, const char *msg) 258 void send_msg (int color, const char *type, const char *msg)
208 { 259 {
209 ns->send_msg (color, type, msg); 260 ns->send_msg (color, type, msg);
210 } 261 }
221 272
222 // a prominent box that signifies some error such as a failed 273 // a prominent box that signifies some error such as a failed
223 // improvement potion. should not be long. 274 // improvement potion. should not be long.
224 MTH void failmsg (const char *msg, int color = NDI_RED); 275 MTH void failmsg (const char *msg, int color = NDI_RED);
225 276
277 MTH void update_spells () const
278 {
279 if (ns)
280 ns->update_spells = true;
281 }
282
226 ~player (); 283 ~player ();
227 284
228private: 285private:
229 void set_object (object *op); 286 void set_object (object *op);
230 player (); 287 player ();
236 293
237#define for_all_players(var) \ 294#define for_all_players(var) \
238 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 295 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
239 statementvar (player *, var, ::players [_i]) 296 statementvar (player *, var, ::players [_i])
240 297
298#define for_all_players_on_map(var,mapp) \
299 for_all_players(var) \
300 if ((var)->ob->map == (mapp))
301
241inline void 302inline void
242object::statusmsg (const char *msg, int color) 303object::statusmsg (const char *msg, int color)
243{ 304{
244 if (expect_true (contr)) contr->statusmsg (msg, color); 305 if (expect_true (contr)) contr->statusmsg (msg, color);
245} 306}
247inline void 308inline void
248object::failmsg (const char *msg, int color) 309object::failmsg (const char *msg, int color)
249{ 310{
250 if (expect_true (contr)) contr->failmsg (msg, color); 311 if (expect_true (contr)) contr->failmsg (msg, color);
251} 312}
313
314#endif

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