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Comparing deliantra/server/include/player.h (file contents):
Revision 1.87 by root, Tue Dec 23 00:39:48 2008 UTC vs.
Revision 1.94 by root, Wed Nov 4 17:24:00 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24#ifndef PLAYER_H_
25#define PLAYER_H_
23 26
24enum bowtype_t 27enum bowtype_t
25{ 28{
26 bow_normal = 0, 29 bow_normal = 0,
27 bow_threewide = 1, 30 bow_threewide = 1,
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 106 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 107 unapplymode ACC (RW, unapply); /* Method for auto unapply */
105 uint32 ACC (RW, count); /* Any numbers typed before a command */ 108 uint32 ACC (RW, count); /* Any numbers typed before a command */
106 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 109 uint32 ACC (RW, mode); /* Mode of player for pickup. */
107 110
108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 111 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 112 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 113 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 114 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 115 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */ 116 int ACC (RW, item_power); /* Total item power of objects equipped */
114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */ 117 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
115 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */ 118 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
116 119
117 /* Try to put all the bitfields together - saves some small amount of memory */ 120 /* Try to put all the bitfields together - saves some small amount of memory */
118 bool ACC (RW, braced); /* Will not move if braced, only attack */ 121 bool ACC (RW, braced); /* Will not move if braced, only attack */
131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 134 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
132 135
133 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks 136 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 137 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 138 object_ptr ACC (RW, golem); // the currently controlled golem
136 object_ptr ACC (RW, observe); // the object that is being observed (or 0) 139 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
140 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
137 141
138 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 142 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
139 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 143 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
140 shstr ACC (RW, maplevel); /* On which level is the player? */ 144 shstr ACC (RW, maplevel); /* On which level is the player? */
141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 145 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
186 { 190 {
187 return los[dx + LOS_X0][dy + LOS_Y0]; 191 return los[dx + LOS_X0][dy + LOS_Y0];
188 } 192 }
189 193
190 MTH void clear_los (sint8 value = LOS_BLOCKED); 194 MTH void clear_los (sint8 value = LOS_BLOCKED);
195 MTH void update_los ();
191 196
192 shstr ACC (RW, invis_race); /* What race invisible to? */ 197 shstr ACC (RW, invis_race); /* What race invisible to? */
193 198
194 MTH const char *killer_name () const; // makes a string out of ->killer 199 MTH const char *killer_name () const; // makes a string out of ->killer
195 200
198 203
199 static player *load_pl (object_thawer &thawer); 204 static player *load_pl (object_thawer &thawer);
200 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); } 205 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
201 206
202 MTH void link_skills (); 207 MTH void link_skills ();
203 MTH object *find_skill (const char *name) const; 208 MTH object *find_skill (shstr_cmp name) const;
204 object *find_skill (const shstr &name) const;
205 209
206 bool save_pl (object_freezer &freezer); 210 bool save_pl (object_freezer &freezer);
207 MTH bool save_pl (const char *path); 211 MTH bool save_pl (const char *path);
208 212
209 void do_destroy (); 213 void do_destroy ();
218 if (ns) 222 if (ns)
219 ns->play_sound (sound, dx, dy); 223 ns->play_sound (sound, dx, dy);
220 } 224 }
221 225
222 // wether the player can "see" this mapspace or not, decided by los 226 // wether the player can "see" this mapspace or not, decided by los
223 // 0 - nothing see, 100 - fully visible 227 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
224 MTH sint8 visibility_at (maptile *map, int x, int y) const; 228 MTH sint8 darkness_at (maptile *map, int x, int y) const;
225 229
226 MTH void connect (client *ns); 230 MTH void connect (client *ns);
227 MTH void disconnect (); 231 MTH void disconnect ();
228 232
229 MTH void activate (); 233 MTH void activate ();
231 235
232 MTH void chargen_race_done (); 236 MTH void chargen_race_done ();
233 MTH void chargen_race_next (); 237 MTH void chargen_race_next ();
234 238
235 MTH void set_observe (object_ornull *ob); 239 MTH void set_observe (object_ornull *ob);
240 MTH void set_viewpoint (object_ornull *ob);
236 241
237 void send_msg (int color, const char *type, const char *msg) 242 void send_msg (int color, const char *type, const char *msg)
238 { 243 {
239 ns->send_msg (color, type, msg); 244 ns->send_msg (color, type, msg);
240 } 245 }
281inline void 286inline void
282object::failmsg (const char *msg, int color) 287object::failmsg (const char *msg, int color)
283{ 288{
284 if (expect_true (contr)) contr->failmsg (msg, color); 289 if (expect_true (contr)) contr->failmsg (msg, color);
285} 290}
291
292#endif

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