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Comparing deliantra/server/include/player.h (file contents):
Revision 1.14 by root, Tue Sep 5 18:59:18 2006 UTC vs.
Revision 1.86 by root, Sat Dec 20 02:32:31 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/
23
24#define NUM_OUTPUT_BUFS 5
25struct Output_Buf {
26 shstr buf; /* Actual string pointer */
27 uint32 first_update; /* First time this message was stored */
28 uint16 count; /* How many times we got this message */
29};
30
31/* wand/rod/horn rolled into range_misc. They all use the same body location
32 * anyways.
33 */ 22 */
34enum rangetype {
35 range_bottom = -1,
36 range_none = 0,
37 range_bow = 1,
38 range_magic = 2,
39 range_misc = 3,
40 range_golem = 4,
41 range_skill = 5,
42 range_builder = 6,
43 range_size = 7
44};
45 23
46enum bowtype_t { 24enum bowtype_t
25{
47 bow_normal = 0, 26 bow_normal = 0,
48 bow_threewide = 1, 27 bow_threewide = 1,
49 bow_spreadshot = 2, 28 bow_spreadshot = 2,
50 bow_n = 3, /* must stay at 3 */ 29 bow_n = 3, /* must stay at 3 */
51 bow_ne = 4, 30 bow_ne = 4,
52 bow_e = 5, 31 bow_e = 5,
53 bow_se = 6, 32 bow_se = 6,
54 bow_s = 7, 33 bow_s = 7,
55 bow_sw = 8, 34 bow_sw = 8,
56 bow_w = 9, 35 bow_w = 9,
57 bow_nw = 10, /* must stay at 10 */ 36 bow_nw = 10, /* must stay at 10 */
58 bow_bestarrow = 11 37 bow_bestarrow = 11
59}; 38};
60 39
61typedef enum _petmode { 40enum petmode_t
41{
62 pet_normal = 0, 42 pet_normal = 0,
63 pet_sad = 1, 43 pet_sad = 1,
64 pet_defend = 2, 44 pet_defend = 2,
65 pet_arena = 3 45 pet_arena = 3,
66} petmode_t; 46};
67 47
68typedef enum usekeytype { 48enum usekeytype
49{
69 key_inventory=0, 50 key_inventory = 0,
70 keyrings=1, 51 keyrings = 1,
71 containers=2 52 containers = 2,
72} usekeytype; 53};
73 54
74/* This is used to control what to do when we need to unapply 55/* This is used to control what to do when we need to unapply
75 * an object before we can apply another one. 56 * an object before we can apply another one.
76 */ 57 */
77typedef enum unapplymode { 58enum unapplymode
59{
78 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 60 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
79 unapply_never=1, /* will not unapply objects automatically */ 61 unapply_never = 1, /* will not unapply objects automatically */
80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 62 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
81 /* no choice - if there are multiple ojbect of the same type */ 63 /* no choice - if there are multiple ojbect of the same type */
82 /* that need to be unapplied, there is no way for the player */ 64 /* that need to be unapplied, there is no way for the player */
83 /* to control which of these will be unapplied. */ 65 /* to control which of these will be unapplied. */
84} unapplymode; 66};
85 67
86/* not really the player, but tied pretty closely */ 68/* not really the player, but tied pretty closely */
87typedef struct party_struct { 69INTERFACE_CLASS (partylist)
70struct partylist
71{
88 char * partyleader; 72 char *ACC (RW, partyleader);
89 char passwd[9]; 73 char ACC (RW, passwd)[9];
90 struct party_struct *next; 74 partylist *ACC (RW, next);
91 char *partyname; 75 char *ACC (RW, partyname);
92 76
93#ifdef PARTY_KILL_LOG
94 struct party_kill { 77 struct party_kill
78 {
95 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
96 sint64 exp; 80 sint64 exp;
97 } party_kills[PARTY_KILL_LOG]; 81 } party_kills[PARTY_KILL_LOG];
98#endif 82
99 sint64 total_exp; 83 sint64 ACC (RW, total_exp);
100 uint32 kills; 84 uint32 ACC (RW, kills);
101} partylist; 85};
102 86
103// memsettable part of player 87// used for pet monster logic etc.
104struct player_pod 88static bool
89same_party (partylist *a, partylist *b)
105{ 90{
106 object *ob; /* The object representing the player */ 91 return a == b && a;
107 mapstruct *loading; /* When entering a map in progress of loading, not really used */ 92}
108 rangetype shoottype; /* Which range-attack is being used by player */ 93
94INTERFACE_CLASS (player)
95struct player : zero_initialised, attachable
96{
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, ALWAYS valid */
99 object_vector_index ACC (RO, active);
100
109 bowtype_t bowtype; /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
110 petmode_t petmode; /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
111 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
112 /* That not all are used, it is just nice to map this 1:1 */
113 /* With the range names */
114 uint32 golem_count; /* To track the golem */
115 usekeytype usekeys; /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
116 unapplymode unapply; /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
117 uint32 count; /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
118 uint32 mode; /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
119 107
120 sint8 digestion; /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
121 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
122 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
123 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
124 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
125 sint16 item_power; /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
126 uint8 state; /* Input state of the player (name, password, etc */ 114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
127 uint8 listening; /* Which priority will be used in info_all */ 115 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
128 sint8 last_level; /* Last level we sent to client */
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 uint32 braced:1; /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
133 uint32 do_los:1; /* 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 uint32 fire_on:1; /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
135 uint32 run_on:1; /* 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 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
137 uint32 name_changed:1; /* If true, the player has set a name. */
138 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
139 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
140 uint32 explore:1; /* if True, player is in explore mode */ 125 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
141 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
142 126
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
129 living ACC (RO, orig_stats); /* Permanent real stats of player */
143 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
144 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
145
146 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
147 float last_weapon_sp; /* if diff than weapon_sp, update client */
148 uint16 last_flags; /* fire/run on flags for last tick */
149 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
150 sint32 last_weight_limit; /* Last weight limit transmitted to client */
151 uint32 last_path_attuned; /* Last spell attunment sent to client */
152 uint32 last_path_repelled; /* Last spell repelled sent to client */
153 uint32 last_path_denied; /* Last spell denied sent to client */
154 living orig_stats; /* Permanent real stats of player */
155 living last_stats; /* Last stats as sent to client */
156 float last_speed; /* Last speed as sent to client */
157 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
158 int Swap_First; /* First stat player has selected to swap */
159 object *last_used; /* Pointer to object last picked or applied */ 131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
160 uint32 last_used_id; /* Safety measures to be sure it's the same */
161 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
162 /* the player can see. For maps smaller than */
163 /* MAP_CLIENT_.., the upper left is used */
164 132
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)
137
165 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 138 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
166 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 139 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
167 char maplevel[MAX_BUF]; /* On which level is the player? */ 140 shstr ACC (RW, maplevel); /* On which level is the player? */
168 char spellparam[MAX_BUF]; /* What param to add to spells */ 141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
169 142
170 char own_title[MAX_NAME]; /* Title the player has chosen for themself */ 143 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
171 /* Note that for dragon players, this is filled in for them */ 144 /* Note that for dragon players, this is filled in for them */
172 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 145 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
173 146
174 sint8 levhp[11]; /* What the player gained on that level */ 147 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
175 sint8 levsp[11]; /* Same for sp */ 148 sint8 ACC (RW, levsp[11]); /* Same for sp */
176 sint8 levgrace[11]; /* And same for grace */ 149 sint8 ACC (RW, levgrace[11]); /* And same for grace */
177 150
178 char killer[BIG_NAME]; /* Who killed this player. */ 151 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
179 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
180 152
181 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
182 char input_buf[MAX_BUF]; /* Holds command to run */
183 char 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 */
184 155
185#ifdef SAVE_INTERVAL
186 time_t last_save_time;
187#endif /* SAVE_INTERVAL */
188#ifdef AUTOSAVE
189 uint32 last_save_tick;
190#endif
191 partylist *party; /* Party this player is part of */ 156 partylist *ACC (RW, party); /* Party this player is part of */
192 partylist *party_to_join; /* used when player wants to join a party */ 157 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
193 /* but we will have to get password first */ 158 /* but we will have to get password first */
194 /* so we have to remember which party to */ 159 /* so we have to remember which party to */
195 /* join */ 160 /* join */
196 char search_str[MAX_BUF]; /* Item we are looking for */ 161 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
197 sint16 encumbrance; /* How much our player is encumbered */ 162 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
198 uint16 outputs_sync; /* How often to print, no matter what */ 163 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
199 uint16 outputs_count; /* Print if this count is exceeded */ 164 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
200 object *mark; /* marked object */ 165 object_ptr ACC (RW, mark); /* marked object */
201 uint32 mark_count; /* count of mark object */
202 /* Special DM fields */ 166 /* Special DM fields */
203 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 167 tag_t *stack_items; /* Item stack for patch/dump/... commands */
204 int stack_position; /* Current stack position, 0 for no item */ 168 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
205}; 169 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
170 /* the player can see. For maps smaller than */
171 /* MAP_CLIENT_.., the center is used */
206 172
207typedef struct pl : zero_initialised, attachable<struct pl>, player_pod 173 // return the los value for the given coordinate
208{ 174 MTH sint8 blocked_los (int dx, int dy) const
209 struct pl *next; /* Pointer to next player, NULL if this is last */ 175 {
210 NewSocket socket; /* Socket information for this player */ 176 dx += LOS_X0;
211 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 177 dy += LOS_Y0;
178
179 return 0 <= dx && dx < MAP_CLIENT_X
180 && 0 <= dy && dy < MAP_CLIENT_Y
181 ? los[dx][dy] : LOS_BLOCKED;
182 }
183
184 // unchecked variant
185 sint8 blocked_los_uc (int dx, int dy) const
186 {
187 return los[dx + LOS_X0][dy + LOS_Y0];
188 }
189
190 MTH void clear_los (sint8 value = LOS_BLOCKED);
191
212 shstr invis_race; /* What race invisible to? */ 192 shstr ACC (RW, invis_race); /* What race invisible to? */
213 193
214 void clear () 194 MTH const char *killer_name () const; // makes a string out of ->killer
215 {
216 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod));
217 attachable_clear ();
218 invis_race = 0;
219 195
220 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 196 MTH static player *create ();
221 outputs[i].buf = 0; 197 static player *find (const_utf8_string name);
198
199 static player *load_pl (object_thawer &thawer);
200 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
201
202 MTH void link_skills ();
203 MTH object *find_skill (const char *name) const;
204 object *find_skill (const shstr &name) const;
205
206 bool save_pl (object_freezer &freezer);
207 MTH bool save_pl (const char *path);
208
209 void do_destroy ();
210 void gather_callbacks (AV *&callbacks, event_type event) const;
211
212 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
213
214 MTH void touch () { dirty = true; } // need to touch when logged out and changed
215
216 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
217 {
218 if (ns)
219 ns->play_sound (sound, dx, dy);
222 } 220 }
221
222 // wether the player can "see" this mapspace or not, decided by los
223 // 0 - nothing see, 100 - fully visible
224 MTH sint8 visibility_at (maptile *map, int x, int y) const;
225
226 MTH void connect (client *ns);
227 MTH void disconnect ();
228
229 MTH void activate ();
230 MTH void deactivate ();
231
232 MTH void chargen_race_done ();
233 MTH void chargen_race_next ();
234
235 MTH void set_observe (object_ornull *ob);
236
237 void send_msg (int color, const char *type, const char *msg)
238 {
239 ns->send_msg (color, type, msg);
240 }
241
242 // a prominent box that can easily be escaped away or so
243 // should be used for informative output such as who, maps etc.
244 // will stay on-screen
245 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
246
247 // a prominent msg that signifies some important event,
248 // an improvement potion effect potion. should not be long.
249 // might time out after a while
250 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
251
252 // a prominent box that signifies some error such as a failed
253 // improvement potion. should not be long.
254 MTH void failmsg (const char *msg, int color = NDI_RED);
255
256 ~player ();
257
258private:
259 void set_object (object *op);
223} player; 260 player ();
261};
224 262
263typedef object_vector<player, &player::active> playervec;
225 264
265extern playervec players;
266
267#define for_all_players(var) \
268 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
269 statementvar (player *, var, ::players [_i])
270
271inline void
272object::statusmsg (const char *msg, int color)
273{
274 if (expect_true (contr)) contr->statusmsg (msg, color);
275}
276
277inline void
278object::failmsg (const char *msg, int color)
279{
280 if (expect_true (contr)) contr->failmsg (msg, color);
281}

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