--- deliantra/server/include/player.h 2006/12/25 11:25:49 1.35 +++ deliantra/server/include/player.h 2008/05/04 14:12:37 1.78 @@ -1,62 +1,38 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ - -#define NUM_OUTPUT_BUFS 5 -struct Output_Buf -{ - shstr buf; /* Actual string pointer */ - uint32 first_update; /* First time this message was stored */ - uint16 count; /* How many times we got this message */ -}; - -/* wand/rod/horn rolled into range_misc. They all use the same body location - * anyways. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * 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. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * 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 */ -enum rangetype -{ - range_bottom = -1, - range_none = 0, - range_bow = 1, - range_magic = 2, - range_misc = 3, - range_golem = 4, - range_skill = 5, - range_builder = 6, - range_size = 7 -}; enum bowtype_t { - bow_normal = 0, - bow_threewide = 1, + bow_normal = 0, + bow_threewide = 1, bow_spreadshot = 2, - bow_n = 3, /* must stay at 3 */ + bow_n = 3, /* must stay at 3 */ bow_ne = 4, - bow_e = 5, + bow_e = 5, bow_se = 6, - bow_s = 7, + bow_s = 7, bow_sw = 8, - bow_w = 9, + bow_w = 9, bow_nw = 10, /* must stay at 10 */ bow_bestarrow = 11 }; @@ -64,16 +40,16 @@ enum petmode_t { pet_normal = 0, - pet_sad = 1, + pet_sad = 1, pet_defend = 2, - pet_arena = 3 + pet_arena = 3, }; enum usekeytype { key_inventory = 0, - keyrings = 1, - containers = 2 + keyrings = 1, + containers = 2, }; /* This is used to control what to do when we need to unapply @@ -90,84 +66,78 @@ }; /* not really the player, but tied pretty closely */ +INTERFACE_CLASS (partylist) struct partylist { - char *partyleader; - char passwd[9]; - partylist *next; - char *partyname; + char *ACC (RW, partyleader); + char ACC (RW, passwd)[9]; + partylist *ACC (RW, next); + char *ACC (RW, partyname); -#ifdef PARTY_KILL_LOG struct party_kill { char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; sint64 exp; } party_kills[PARTY_KILL_LOG]; -#endif - sint64 total_exp; - uint32 kills; + + sint64 ACC (RW, total_exp); + uint32 ACC (RW, kills); }; -#define for_all_players(var) for (player *var = first_player; var; var = var->next) +// used for pet monster logic etc. +static bool +same_party (partylist *a, partylist *b) +{ + return a == b && a; +} INTERFACE_CLASS (player) struct player : zero_initialised, attachable { - player *ACC (RW, next); /* Pointer to next player, NULL if this is last */ - client_ptr ACC (RO, ns); /* Socket information for this player */ - object_ptr ACC (RW, ob); /* The object representing the player */ - maptile *loading; /* When entering a map in progress of loading, not really used */ - rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */ - bowtype_t ACC (RW, bowtype); /* which firemode? */ - petmode_t ACC (RW, petmode); /* which petmode? */ - object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */ - /* That not all are used, it is just nice to map this 1:1 */ - /* With the range names */ - usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ - unapplymode ACC (RW, unapply); /* Method for auto unapply */ - uint32 ACC (RW, count); /* Any numbers typed before a command */ - uint32 ACC (RW, mode); /* Mode of player for pickup. */ - - sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ - sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ - sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ - sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ - sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ - sint16 ACC (RW, item_power); /* Total item power of objects equipped */ - uint8 ACC (RW, listening); /* Which priority will be used in info_all */ - sint8 ACC (RW, last_level); /* Last level we sent to client */ + client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */ + object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */ + object_vector_index ACC (RO, active); + + bowtype_t ACC (RW, bowtype); /* which firemode? */ + petmode_t ACC (RW, petmode); /* which petmode? */ + usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ + unapplymode ACC (RW, unapply); /* Method for auto unapply */ + uint32 ACC (RW, count); /* Any numbers typed before a command */ + uint32 ACC (RW, mode); /* Mode of player for pickup. */ + + int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ + int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ + int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ + 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 */ /* Try to put all the bitfields together - saves some small amount of memory */ - uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ - uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ - uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ - uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ - uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ - uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */ - uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ - uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ - uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ - - object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ - sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ + bool ACC (RW, braced); /* Will not move if braced, only attack */ + bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ + bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ + bool ACC (RW, fire_on); /* Player should fire object, not move */ + 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, last_weapon_sp); /* if diff than weapon_sp, update client */ - uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */ - sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */ - sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */ - uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */ - uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */ - uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */ + float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks living ACC (RO, orig_stats); /* Permanent real stats of player */ - living ACC (RO, last_stats); /* Last stats as sent to client */ - float ACC (RW, last_speed); /* Last speed as sent to client */ - sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */ + object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ + object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks + object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks + object_ptr ACC (RW, golem); // the currently controlled golem + object_ptr ACC (RW, observe); // the object that is being observed (or 0) + sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ - char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ - char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ + shstr ACC (RW, savebed_map); /* map where player will respawn after death */ + shstr ACC (RW, maplevel); /* On which level is the player? */ char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ @@ -178,13 +148,11 @@ 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 */ - time_t ACC (RW, last_save_time); - uint32 ACC (RW, last_save_tick); partylist *ACC (RW, party); /* Party this player is part of */ partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ /* but we will have to get password first */ @@ -203,17 +171,62 @@ /* MAP_CLIENT_.., the upper left is used */ shstr ACC (RW, invis_race); /* What race invisible to? */ - bool ACC (RW, enable_save); - Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ - static player *create (); - static player *load (const char *path); - void save (bool final = false); + MTH const char *killer_name () const; // makes a string out of ->killer + + MTH static player *create (); + static player *find (const_utf8_string name); + + static player *load_pl (object_thawer &thawer); + 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); + void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; - void connect (client *ns); - void disconnect (); + 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) + ns->play_sound (sound, dx, dy); + } + + // wether the player can "see" this mapspace or not, decided by los + // 0 - nothing see, 100 - fully visible + MTH sint8 visibility_at (maptile *map, int x, int y) const; + + MTH void connect (client *ns); + MTH void disconnect (); + + MTH void activate (); + MTH void deactivate (); + + MTH void chargen_race_done (); + MTH void chargen_race_next (); + + MTH void set_observe (object *ob); + + void send_msg (int color, const char *type, const char *msg) + { + ns->send_msg (color, type, msg); + } + + // 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 + 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 + 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. + MTH void failmsg (const char *msg, int color = NDI_RED); ~player (); @@ -222,3 +235,22 @@ player (); }; +typedef object_vector playervec; + +extern playervec players; + +#define for_all_players(var) \ + for (unsigned _i = 0; _i < ::players.size (); ++_i) \ + statementvar (player *, var, ::players [_i]) + +inline void +object::statusmsg (const char *msg, int color) +{ + if (expect_true (contr)) contr->statusmsg (msg, color); +} + +inline void +object::failmsg (const char *msg, int color) +{ + if (expect_true (contr)) contr->failmsg (msg, color); +}