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Comparing deliantra/server/include/player.h (file contents):
Revision 1.50 by root, Sun Apr 29 21:44:35 2007 UTC vs.
Revision 1.83 by root, Thu Sep 25 04:09:57 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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,
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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25/* wand/rod/horn rolled into range_misc. They all use the same body location
26 * anyways.
27 */
28enum rangetype
29{
30 range_bottom = -1,
31 range_none,
32 range_bow,
33 range_magic,
34 range_misc,
35 range_golem,
36 range_skill,
37 range_builder,
38 range_size
39};
40 23
41enum bowtype_t 24enum bowtype_t
42{ 25{
43 bow_normal = 0, 26 bow_normal = 0,
44 bow_threewide = 1, 27 bow_threewide = 1,
99 82
100 sint64 ACC (RW, total_exp); 83 sint64 ACC (RW, total_exp);
101 uint32 ACC (RW, kills); 84 uint32 ACC (RW, kills);
102}; 85};
103 86
87// used for pet monster logic etc.
88static bool
89same_party (partylist *a, partylist *b)
90{
91 return a == b && a;
92}
93
104INTERFACE_CLASS (player) 94INTERFACE_CLASS (player)
105struct player : zero_initialised, attachable 95struct player : zero_initialised, attachable
106{ 96{
107 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 */
108 object *ACC (RW, ob); /* The object representing the player */ 98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
109 int ACC (RO, active); 99 object_vector_index ACC (RO, active);
110 100
111 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
112 bowtype_t ACC (RW, bowtype); /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
113 petmode_t ACC (RW, petmode); /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
114 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
115 /* That not all are used, it is just nice to map this 1:1 */
116 /* With the range names */
117 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
118 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
119 uint32 ACC (RW, count); /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
120 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
121 107
122 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
123 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
124 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
125 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
126 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
127 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
128 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
115 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
129 116
130 /* 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 */
131 bool ACC (RW, braced); /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
132 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 ? */
133 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 */
134 bool ACC (RW, fire_on); /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
135 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 */
136 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
137 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
138 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!)
139 126
140 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 */
128 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
141 living ACC (RO, orig_stats); /* Permanent real stats of player */ 129 living ACC (RO, orig_stats); /* Permanent real stats of player */
142 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
143 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
132
133 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
134 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
135 object_ptr ACC (RW, golem); // the currently controlled golem
136 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
144 137
145 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 138 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
146 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 139 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
147 shstr ACC (RW, maplevel); /* On which level is the player? */ 140 shstr ACC (RW, maplevel); /* On which level is the player? */
148 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
153 146
154 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 */
155 sint8 ACC (RW, levsp[11]); /* Same for sp */ 148 sint8 ACC (RW, levsp[11]); /* Same for sp */
156 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 149 sint8 ACC (RW, levgrace[11]); /* And same for grace */
157 150
158 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) */
159 152
160 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 */
161 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 */
162 155
163 partylist *ACC (RW, party); /* Party this player is part of */ 156 partylist *ACC (RW, party); /* Party this player is part of */
177 /* the player can see. For maps smaller than */ 170 /* the player can see. For maps smaller than */
178 /* MAP_CLIENT_.., the upper left is used */ 171 /* MAP_CLIENT_.., the upper left is used */
179 172
180 shstr ACC (RW, invis_race); /* What race invisible to? */ 173 shstr ACC (RW, invis_race); /* What race invisible to? */
181 174
175 MTH const char *killer_name () const; // makes a string out of ->killer
176
182 MTH static player *create (); 177 MTH static player *create ();
178 static player *find (const_utf8_string name);
183 179
184 static player *load_pl (object_thawer &thawer); 180 static player *load_pl (object_thawer &thawer);
185 MTH static player *load_pl (const char *path); 181 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
182
183 MTH void link_skills ();
186 184
187 bool save_pl (object_freezer &freezer); 185 bool save_pl (object_freezer &freezer);
188 MTH bool save_pl (const char *path); 186 MTH bool save_pl (const char *path);
189 187
190 void do_destroy (); 188 void do_destroy ();
191 void gather_callbacks (AV *&callbacks, event_type event) const; 189 void gather_callbacks (AV *&callbacks, event_type event) const;
190
191 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
192
193 MTH void touch () { dirty = true; } // need to touch when logged out and changed
194
195 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
196 {
197 if (ns)
198 ns->play_sound (sound, dx, dy);
199 }
192 200
193 // wether the player can "see" this mapspace or not, decided by los 201 // wether the player can "see" this mapspace or not, decided by los
194 // 0 - nothing see, 100 - fully visible 202 // 0 - nothing see, 100 - fully visible
195 MTH sint8 visibility_at (maptile *map, int x, int y) const; 203 MTH sint8 visibility_at (maptile *map, int x, int y) const;
196 204
198 MTH void disconnect (); 206 MTH void disconnect ();
199 207
200 MTH void activate (); 208 MTH void activate ();
201 MTH void deactivate (); 209 MTH void deactivate ();
202 210
203 // enters the initial map, after login or creation
204 MTH void enter_map ();
205
206 MTH void set_range (rangetype r);
207 MTH bool legal_range (rangetype r) const;
208
209 MTH void chargen_race_done (); 211 MTH void chargen_race_done ();
210 MTH void chargen_race_next (); 212 MTH void chargen_race_next ();
213
214 MTH void set_observe (object_ornull *ob);
215
216 void send_msg (int color, const char *type, const char *msg)
217 {
218 ns->send_msg (color, type, msg);
219 }
220
221 // a prominent box that can easily be escaped away or so
222 // should be used for informative output such as who, maps etc.
223 // will stay on-screen
224 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
225
226 // a prominent msg that signifies some important event,
227 // an improvement potion effect potion. should not be long.
228 // might time out after a while
229 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
230
231 // a prominent box that signifies some error such as a failed
232 // improvement potion. should not be long.
233 MTH void failmsg (const char *msg, int color = NDI_RED);
211 234
212 ~player (); 235 ~player ();
213 236
214private: 237private:
215 void set_object (object *op); 238 void set_object (object *op);
219typedef object_vector<player, &player::active> playervec; 242typedef object_vector<player, &player::active> playervec;
220 243
221extern playervec players; 244extern playervec players;
222 245
223#define for_all_players(var) \ 246#define for_all_players(var) \
224 for (unsigned _i = 0; _i < players.size (); ++_i) \ 247 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
225 declvar (player *, var, players [_i]) 248 statementvar (player *, var, ::players [_i])
226 249
250inline void
251object::statusmsg (const char *msg, int color)
252{
253 if (expect_true (contr)) contr->statusmsg (msg, color);
254}
255
256inline void
257object::failmsg (const char *msg, int color)
258{
259 if (expect_true (contr)) contr->failmsg (msg, color);
260}

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