--- 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 +