--- deliantra/server/include/player.h 2008/12/20 02:32:31 1.86
+++ deliantra/server/include/player.h 2012/01/03 11:25:32 1.110
@@ -1,26 +1,32 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 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.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero 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 .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
+#ifndef PLAYER_H_
+#define PLAYER_H_
+
+//+GPL
+
enum bowtype_t
{
bow_normal = 0,
@@ -69,10 +75,10 @@
INTERFACE_CLASS (partylist)
struct partylist
{
- char *ACC (RW, partyleader);
+ utf8_string ACC (RW, partyleader);
char ACC (RW, passwd)[9];
partylist *ACC (RW, next);
- char *ACC (RW, partyname);
+ utf8_string ACC (RW, partyname);
struct party_kill
{
@@ -85,7 +91,7 @@
};
// used for pet monster logic etc.
-static bool
+static inline bool
same_party (partylist *a, partylist *b)
{
return a == b && a;
@@ -105,12 +111,12 @@
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 */
+ 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, gender); /* 0 male, 1 female, others not yet defined */
uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
@@ -127,13 +133,14 @@
float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
living ACC (RO, orig_stats); /* Permanent real stats of player */
- object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
+ object_ptr last_skill_ob[CS_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)
+ object_ptr ACC (RW, observe); // the object that is being observed (never 0)
+ object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
shstr ACC (RW, savebed_map); /* map where player will respawn after death */
@@ -150,15 +157,16 @@
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 */
+ float speed_left_save; // spee doptimisation, see process_players[12]
+ char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
+ char ACC (RW, password)[256]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
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 */
/* so we have to remember which party to */
/* join */
- char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
+ char ACC (RW, search_str)[256]; /* Item we are looking for */
sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
@@ -170,6 +178,34 @@
/* the player can see. For maps smaller than */
/* MAP_CLIENT_.., the center is used */
+//-GPL
+
+ // stats updates are very costly, so delay them if at all possible
+ bool ACC (RW, delayed_update);
+ void queue_stats_update ()
+ {
+ delayed_update = true;
+ }
+ void need_updated_stats ()
+ {
+ if (delayed_update)
+ ob->update_stats ();
+ }
+
+#if 0
+ enum {
+ SA_SPELLS = 1<<0,
+ SA_EXP = 1<<1,
+ };
+
+ uint8 ACxC (RW, stat_update_flags);
+
+ void need_stat_update (int flags)
+ {
+ stat_update_flags |= flags;
+ }
+#endif
+
// return the los value for the given coordinate
MTH sint8 blocked_los (int dx, int dy) const
{
@@ -188,10 +224,11 @@
}
MTH void clear_los (sint8 value = LOS_BLOCKED);
+ MTH void update_los ();
shstr ACC (RW, invis_race); /* What race invisible to? */
- MTH const char *killer_name () const; // makes a string out of ->killer
+ MTH const_utf8_string killer_name () const; // makes a string out of ->killer
MTH static player *create ();
static player *find (const_utf8_string name);
@@ -200,16 +237,15 @@
MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
MTH void link_skills ();
- MTH object *find_skill (const char *name) const;
- object *find_skill (const shstr &name) const;
+ MTH object *find_skill (shstr_cmp name) const;
bool save_pl (object_freezer &freezer);
- MTH bool save_pl (const char *path);
+ MTH bool save_pl (const_octet_string path);
void do_destroy ();
void gather_callbacks (AV *&callbacks, event_type event) const;
- MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
+ MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
MTH void touch () { dirty = true; } // need to touch when logged out and changed
@@ -220,8 +256,8 @@
}
// 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;
+ // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
+ MTH sint8 darkness_at (maptile *map, int x, int y) const;
MTH void connect (client *ns);
MTH void disconnect ();
@@ -233,8 +269,9 @@
MTH void chargen_race_next ();
MTH void set_observe (object_ornull *ob);
+ MTH void set_viewpoint (object_ornull *ob);
- void send_msg (int color, const char *type, const char *msg)
+ void send_msg (int color, const_utf8_string type, const_utf8_string msg)
{
ns->send_msg (color, type, msg);
}
@@ -242,16 +279,23 @@
// 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);
+ MTH void infobox (const_utf8_string title, const_utf8_string 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);
+ MTH void statusmsg (const_utf8_string 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);
+ MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
+ void failmsgf (const_utf8_string format, ...); // always NDI_RED
+
+ MTH void update_spells () const
+ {
+ if (ns)
+ ns->update_spells = true;
+ }
~player ();
@@ -268,14 +312,21 @@
for (unsigned _i = 0; _i < ::players.size (); ++_i) \
statementvar (player *, var, ::players [_i])
+#define for_all_players_on_map(var,mapp) \
+ for_all_players(var) \
+ if ((var)->ob->map == (mapp))
+
inline void
-object::statusmsg (const char *msg, int color)
+object::statusmsg (const_utf8_string msg, int color)
{
if (expect_true (contr)) contr->statusmsg (msg, color);
}
inline void
-object::failmsg (const char *msg, int color)
+object::failmsg (const_utf8_string msg, int color)
{
if (expect_true (contr)) contr->failmsg (msg, color);
}
+
+#endif
+