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Comparing deliantra/server/include/player.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.89 by root, Sat Dec 27 08:01:07 2008 UTC

1/* 1/*
2 * static char *rcsid_player_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.h,v 1.1 2006/02/03 07:12:50 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/* 24enum bowtype_t
7 CrossFire, A Multiplayer game for X-windows 25{
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29#define NUM_OUTPUT_BUFS 5
30typedef struct {
31 const char *buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */
34} Output_Buf;
35
36
37/* wand/rod/horn rolled into range_misc. They all use the same body location
38 * anyways.
39 */
40typedef enum rangetype {
41 range_bottom = -1,
42 range_none = 0,
43 range_bow = 1,
44 range_magic = 2,
45 range_misc = 3,
46 range_golem = 4,
47 range_skill = 5,
48 range_builder = 6,
49 range_size = 7
50} rangetype;
51
52typedef enum _bowtype {
53 bow_normal = 0, 26 bow_normal = 0,
54 bow_threewide = 1, 27 bow_threewide = 1,
55 bow_spreadshot = 2, 28 bow_spreadshot = 2,
56 bow_n = 3, /* must stay at 3 */ 29 bow_n = 3, /* must stay at 3 */
57 bow_ne = 4, 30 bow_ne = 4,
58 bow_e = 5, 31 bow_e = 5,
59 bow_se = 6, 32 bow_se = 6,
60 bow_s = 7, 33 bow_s = 7,
61 bow_sw = 8, 34 bow_sw = 8,
62 bow_w = 9, 35 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */ 36 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11 37 bow_bestarrow = 11
65} bowtype_t; 38};
66 39
67typedef enum _petmode { 40enum petmode_t
41{
68 pet_normal = 0, 42 pet_normal = 0,
69 pet_sad = 1, 43 pet_sad = 1,
70 pet_defend = 2, 44 pet_defend = 2,
71 pet_arena = 3 45 pet_arena = 3,
72} petmode_t; 46};
73 47
74typedef enum usekeytype { 48enum usekeytype
49{
75 key_inventory=0, 50 key_inventory = 0,
76 keyrings=1, 51 keyrings = 1,
77 containers=2 52 containers = 2,
78} usekeytype; 53};
79 54
80/* 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
81 * an object before we can apply another one. 56 * an object before we can apply another one.
82 */ 57 */
83typedef enum unapplymode { 58enum unapplymode
59{
84 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 */
85 unapply_never=1, /* will not unapply objects automatically */ 61 unapply_never = 1, /* will not unapply objects automatically */
86 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 62 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */ 63 /* no choice - if there are multiple ojbect of the same type */
88 /* 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 */
89 /* to control which of these will be unapplied. */ 65 /* to control which of these will be unapplied. */
90} unapplymode; 66};
91 67
92/* not really the player, but tied pretty closely */ 68/* not really the player, but tied pretty closely */
93typedef struct party_struct { 69INTERFACE_CLASS (partylist)
70struct partylist
71{
94 char * partyleader; 72 char *ACC (RW, partyleader);
95 char passwd[9]; 73 char ACC (RW, passwd)[9];
96 struct party_struct *next; 74 partylist *ACC (RW, next);
97 char *partyname; 75 char *ACC (RW, partyname);
98 76
99#ifdef PARTY_KILL_LOG
100 struct party_kill { 77 struct party_kill
78 {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
102 sint64 exp; 80 sint64 exp;
103 } party_kills[PARTY_KILL_LOG]; 81 } party_kills[PARTY_KILL_LOG];
104#endif 82
105 sint64 total_exp; 83 sint64 ACC (RW, total_exp);
106 uint32 kills; 84 uint32 ACC (RW, kills);
107} partylist; 85};
108 86
109typedef struct pl { 87// used for pet monster logic etc.
110 struct pl *next; /* Pointer to next player, NULL if this is last */ 88static bool
111 NewSocket socket; /* Socket information for this player */ 89same_party (partylist *a, partylist *b)
112 char maplevel[MAX_BUF]; /* On which level is the player? */ 90{
113 struct mapdef *loading; /* When entering a map in progress of loading, not really used */ 91 return a == b && a;
114 char savebed_map[MAX_BUF]; /* map where player will respawn after death */ 92}
115 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ 93
116 rangetype shoottype; /* Which range-attack is being used by player */ 94INTERFACE_CLASS (player)
117 char spellparam[MAX_BUF]; /* What param to add to spells */ 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
118 bowtype_t bowtype; /* which firemode? */ 101 bowtype_t ACC (RW, bowtype); /* which firemode? */
119 petmode_t petmode; /* which petmode? */ 102 petmode_t ACC (RW, petmode); /* which petmode? */
120 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
121 /* That not all are used, it is just nice to map this 1:1 */
122 /* With the range names */
123 uint32 golem_count; /* To track the golem */
124 usekeytype usekeys; /* Method for finding keys for doors */ 103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
126 uint32 count; /* Any numbers typed before a command */ 105 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 mode; /* Mode of player for pickup. */ 106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 107
129 sint8 digestion; /* Any bonuses/penalties to digestion */ 108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 gen_hp; /* Bonuses to regeneration speed of hp */ 109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 gen_sp; /* Bonuses to regeneration speed of sp */ 110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 sint8 gen_sp_armour; /* Penalty to sp regen from armour */ 111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
133 sint8 gen_grace; /* Bonuses to regeneration speed of grace */ 112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 item_power; /* Total item power of objects equipped */ 113 int ACC (RW, item_power); /* Total item power of objects equipped */
135 uint8 state; /* Input state of the player (name, password, etc */ 114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
136 uint8 listening; /* Which priority will be used in info_all */ 115 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
137 sint8 last_level; /* Last level we sent to client */
138 116
139 /* 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 */
140 uint32 braced:1; /* Will not move if braced, only attack */ 118 bool ACC (RW, braced); /* Will not move if braced, only attack */
141 uint32 tmp_invis:1; /* Will invis go away when we attack ? */ 119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
142 const char *invis_race;/* What race invisible to? */
143 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 */
144 uint32 fire_on:1; /* Player should fire object, not move */ 121 bool ACC (RW, fire_on); /* Player should fire object, not move */
145 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 */
146 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
147 uint32 name_changed:1; /* If true, the player has set a name. */
148 uint32 peaceful:1; /* If set, won't attack friendly creatures */ 123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
149 uint32 hidden:1; /* If True, player (DM) is hidden from view */ 124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
150 uint32 explore:1; /* if True, player is in explore mode */ 125 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
151 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
152 126
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 */
153 object *last_skill_ob[NUM_SKILLS]; /* the exp object */ 130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
154 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
155
156 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
157 float last_weapon_sp; /* if diff than weapon_sp, update client */
158 uint16 last_flags; /* fire/run on flags for last tick */
159 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
160 sint32 last_weight_limit; /* Last weight limit transmitted to client */
161 uint32 last_path_attuned; /* Last spell attunment sent to client */
162 uint32 last_path_repelled; /* Last spell repelled sent to client */
163 uint32 last_path_denied; /* Last spell denied sent to client */
164 living orig_stats; /* Permanent real stats of player */
165 living last_stats; /* Last stats as sent to client */
166 float last_speed; /* Last speed as sent to client */
167 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
168 int Swap_First; /* First stat player has selected to swap */
169 object *ob; /* The object representing the player */
170 object *last_used; /* Pointer to object last picked or applied */ 131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
171 uint32 last_used_id; /* Safety measures to be sure it's the same */
172 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
173 /* the player can see. For maps smaller than */
174 /* MAP_CLIENT_.., the upper left is used */
175 132
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
138 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 */
140 shstr ACC (RW, maplevel); /* On which level is the player? */
141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
142
176 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 */
177 /* Note that for dragon players, this is filled in for them */ 144 /* Note that for dragon players, this is filled in for them */
178 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ 145 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
179 146
180 sint8 levhp[11]; /* What the player gained on that level */ 147 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
181 sint8 levsp[11]; /* Same for sp */ 148 sint8 ACC (RW, levsp[11]); /* Same for sp */
182 sint8 levgrace[11]; /* And same for grace */ 149 sint8 ACC (RW, levgrace[11]); /* And same for grace */
183 150
184 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) */
185 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
186 152
187 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
188 char input_buf[MAX_BUF]; /* Holds command to run */
189 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 */
190 155
191#ifdef SAVE_INTERVAL
192 time_t last_save_time;
193#endif /* SAVE_INTERVAL */
194#ifdef AUTOSAVE
195 uint32 last_save_tick;
196#endif
197 partylist *party; /* Party this player is part of */ 156 partylist *ACC (RW, party); /* Party this player is part of */
198 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 */
199 /* but we will have to get password first */ 158 /* but we will have to get password first */
200 /* so we have to remember which party to */ 159 /* so we have to remember which party to */
201 /* join */ 160 /* join */
202 char search_str[MAX_BUF]; /* Item we are looking for */ 161 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
203 sint16 encumbrance; /* How much our player is encumbered */ 162 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
204 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
205 uint16 outputs_sync; /* How often to print, no matter what */ 163 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
206 uint16 outputs_count; /* Print if this count is exceeded */ 164 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
207 object *mark; /* marked object */ 165 object_ptr ACC (RW, mark); /* marked object */
208 uint32 mark_count; /* count of mark object */
209 /* Special DM fields */ 166 /* Special DM fields */
210 tag_t* stack_items; /* Item stack for patch/dump/... commands */ 167 tag_t *stack_items; /* Item stack for patch/dump/... commands */
211 int stack_position; /* Current stack position, 0 for no item */ 168 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
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 */
172
173 // return the los value for the given coordinate
174 MTH sint8 blocked_los (int dx, int dy) const
175 {
176 dx += LOS_X0;
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 MTH void update_los ();
192
193 shstr ACC (RW, invis_race); /* What race invisible to? */
194
195 MTH const char *killer_name () const; // makes a string out of ->killer
196
197 MTH static player *create ();
198 static player *find (const_utf8_string name);
199
200 static player *load_pl (object_thawer &thawer);
201 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
202
203 MTH void link_skills ();
204 MTH object *find_skill (const char *name) const;
205 object *find_skill (const shstr &name) const;
206
207 bool save_pl (object_freezer &freezer);
208 MTH bool save_pl (const char *path);
209
210 void do_destroy ();
211 void gather_callbacks (AV *&callbacks, event_type event) const;
212
213 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
214
215 MTH void touch () { dirty = true; } // need to touch when logged out and changed
216
217 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
218 {
219 if (ns)
220 ns->play_sound (sound, dx, dy);
221 }
222
223 // wether the player can "see" this mapspace or not, decided by los
224 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
225 MTH sint8 darkness_at (maptile *map, int x, int y) const;
226
227 MTH void connect (client *ns);
228 MTH void disconnect ();
229
230 MTH void activate ();
231 MTH void deactivate ();
232
233 MTH void chargen_race_done ();
234 MTH void chargen_race_next ();
235
236 MTH void set_observe (object_ornull *ob);
237
238 void send_msg (int color, const char *type, const char *msg)
239 {
240 ns->send_msg (color, type, msg);
241 }
242
243 // a prominent box that can easily be escaped away or so
244 // should be used for informative output such as who, maps etc.
245 // will stay on-screen
246 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
247
248 // a prominent msg that signifies some important event,
249 // an improvement potion effect potion. should not be long.
250 // might time out after a while
251 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
252
253 // a prominent box that signifies some error such as a failed
254 // improvement potion. should not be long.
255 MTH void failmsg (const char *msg, int color = NDI_RED);
256
257 ~player ();
258
259private:
260 void set_object (object *op);
212} player; 261 player ();
262};
263
264typedef object_vector<player, &player::active> playervec;
265
266extern playervec players;
267
268#define for_all_players(var) \
269 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
270 statementvar (player *, var, ::players [_i])
271
272#define for_all_players_on_map(var,mapp) \
273 for_all_players(var) \
274 if ((var)->ob->map == (mapp))
275
276inline void
277object::statusmsg (const char *msg, int color)
278{
279 if (expect_true (contr)) contr->statusmsg (msg, color);
280}
281
282inline void
283object::failmsg (const char *msg, int color)
284{
285 if (expect_true (contr)) contr->failmsg (msg, color);
286}

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