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Comparing deliantra/server/include/player.h (file contents):
Revision 1.66 by root, Tue Aug 7 22:13:52 2007 UTC vs.
Revision 1.78 by root, Sun May 4 14:12:37 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 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,
92} 92}
93 93
94INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
95struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
96{ 96{
97 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 */
98 object *ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
99 object_vector_index ACC (RO, active); 99 object_vector_index ACC (RO, active);
100 100
101 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
102 petmode_t ACC (RW, petmode); /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
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 */
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 */
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 */
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
175 MTH const char *killer_name () const; // makes a string out of ->killer
176
174 MTH static player *create (); 177 MTH static player *create ();
178 static player *find (const_utf8_string name);
175 179
176 static player *load_pl (object_thawer &thawer); 180 static player *load_pl (object_thawer &thawer);
177 MTH static player *load_pl (const char *path); 181 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
178 182
179 bool save_pl (object_freezer &freezer); 183 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path); 184 MTH bool save_pl (const char *path);
181 185
182 void do_destroy (); 186 void do_destroy ();
183 void gather_callbacks (AV *&callbacks, event_type event) const; 187 void gather_callbacks (AV *&callbacks, event_type event) const;
188
189 MTH void touch () { dirty = true; } // need to touch when logged out and changed
184 190
185 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const 191 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
186 { 192 {
187 if (ns) 193 if (ns)
188 ns->play_sound (sound, dx, dy); 194 ns->play_sound (sound, dx, dy);
201 MTH void chargen_race_done (); 207 MTH void chargen_race_done ();
202 MTH void chargen_race_next (); 208 MTH void chargen_race_next ();
203 209
204 MTH void set_observe (object *ob); 210 MTH void set_observe (object *ob);
205 211
212 void send_msg (int color, const char *type, const char *msg)
213 {
214 ns->send_msg (color, type, msg);
215 }
216
217 // a prominent box that can easily be escaped away or so
218 // should be used for informative output such as who, maps etc.
219 // will stay on-screen
220 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
221
222 // a prominent msg that signifies some important event,
223 // an improvement potion effect potion. should not be long.
224 // might time out after a while
225 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
226
227 // a prominent box that signifies some error such as a failed
228 // improvement potion. should not be long.
229 MTH void failmsg (const char *msg, int color = NDI_RED);
230
206 ~player (); 231 ~player ();
207 232
208private: 233private:
209 void set_object (object *op); 234 void set_object (object *op);
210 player (); 235 player ();
216 241
217#define for_all_players(var) \ 242#define for_all_players(var) \
218 for (unsigned _i = 0; _i < ::players.size (); ++_i) \ 243 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
219 statementvar (player *, var, ::players [_i]) 244 statementvar (player *, var, ::players [_i])
220 245
246inline void
247object::statusmsg (const char *msg, int color)
248{
249 if (expect_true (contr)) contr->statusmsg (msg, color);
250}
251
252inline void
253object::failmsg (const char *msg, int color)
254{
255 if (expect_true (contr)) contr->failmsg (msg, color);
256}

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