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Comparing deliantra/server/include/player.h (file contents):
Revision 1.32 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.92 by root, Mon Oct 12 14:00:58 2009 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 it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/
23
24#define NUM_OUTPUT_BUFS 5
25struct Output_Buf
26{
27 shstr buf; /* Actual string pointer */
28 uint32 first_update; /* First time this message was stored */
29 uint16 count; /* How many times we got this message */
30};
31
32/* wand/rod/horn rolled into range_misc. They all use the same body location
33 * anyways.
34 */ 23 */
35enum rangetype
36{
37 range_bottom = -1,
38 range_none = 0,
39 range_bow = 1,
40 range_magic = 2,
41 range_misc = 3,
42 range_golem = 4,
43 range_skill = 5,
44 range_builder = 6,
45 range_size = 7
46};
47 24
48enum bowtype_t 25enum bowtype_t
49{ 26{
50 bow_normal = 0, 27 bow_normal = 0,
51 bow_threewide = 1, 28 bow_threewide = 1,
52 bow_spreadshot = 2, 29 bow_spreadshot = 2,
53 bow_n = 3, /* must stay at 3 */ 30 bow_n = 3, /* must stay at 3 */
54 bow_ne = 4, 31 bow_ne = 4,
55 bow_e = 5, 32 bow_e = 5,
56 bow_se = 6, 33 bow_se = 6,
57 bow_s = 7, 34 bow_s = 7,
58 bow_sw = 8, 35 bow_sw = 8,
59 bow_w = 9, 36 bow_w = 9,
60 bow_nw = 10, /* must stay at 10 */ 37 bow_nw = 10, /* must stay at 10 */
61 bow_bestarrow = 11 38 bow_bestarrow = 11
62}; 39};
63 40
64enum petmode_t 41enum petmode_t
65{ 42{
66 pet_normal = 0, 43 pet_normal = 0,
67 pet_sad = 1, 44 pet_sad = 1,
68 pet_defend = 2, 45 pet_defend = 2,
69 pet_arena = 3 46 pet_arena = 3,
70}; 47};
71 48
72enum usekeytype 49enum usekeytype
73{ 50{
74 key_inventory = 0, 51 key_inventory = 0,
75 keyrings = 1, 52 keyrings = 1,
76 containers = 2 53 containers = 2,
77}; 54};
78 55
79/* This is used to control what to do when we need to unapply 56/* This is used to control what to do when we need to unapply
80 * an object before we can apply another one. 57 * an object before we can apply another one.
81 */ 58 */
88 /* that need to be unapplied, there is no way for the player */ 65 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */ 66 /* to control which of these will be unapplied. */
90}; 67};
91 68
92/* not really the player, but tied pretty closely */ 69/* not really the player, but tied pretty closely */
70INTERFACE_CLASS (partylist)
93struct partylist 71struct partylist
94{ 72{
95 char *partyleader; 73 char *ACC (RW, partyleader);
96 char passwd[9]; 74 char ACC (RW, passwd)[9];
97 partylist *next; 75 partylist *ACC (RW, next);
98 char *partyname; 76 char *ACC (RW, partyname);
99 77
100#ifdef PARTY_KILL_LOG
101 struct party_kill 78 struct party_kill
102 { 79 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 80 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp; 81 sint64 exp;
105 } party_kills[PARTY_KILL_LOG]; 82 } party_kills[PARTY_KILL_LOG];
106#endif 83
107 sint64 total_exp; 84 sint64 ACC (RW, total_exp);
108 uint32 kills; 85 uint32 ACC (RW, kills);
109}; 86};
110 87
88// used for pet monster logic etc.
89static bool
90same_party (partylist *a, partylist *b)
91{
92 return a == b && a;
93}
94
111ACC_CLASS (player) 95INTERFACE_CLASS (player)
112
113struct player : zero_initialised, refcounted, attachable<player> 96struct player : zero_initialised, attachable
114{ 97{
115 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
116 client *ACC (RO, ns); /* Socket information for this player */ 98 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
117 object_ptr ACC (RW, ob); /* The object representing the player */ 99 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
118 maptile *loading; /* When entering a map in progress of loading, not really used */ 100 object_vector_index ACC (RO, active);
119 rangetype shoottype; /* Which range-attack is being used by player */ 101
120 bowtype_t bowtype; /* which firemode? */ 102 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t petmode; /* which petmode? */ 103 petmode_t ACC (RW, petmode); /* which petmode? */
122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
123 /* That not all are used, it is just nice to map this 1:1 */
124 /* With the range names */
125 usekeytype usekeys; /* Method for finding keys for doors */ 104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode unapply; /* Method for auto unapply */ 105 unapplymode ACC (RW, unapply); /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */ 106 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 107 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129 108
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 109 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 110 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 111 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 112 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 113 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 114 int ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 115 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
137 sint8 ACC (RW, last_level); /* Last level we sent to client */ 116 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
138 117
139 /* Try to put all the bitfields together - saves some small amount of memory */ 118 /* Try to put all the bitfields together - saves some small amount of memory */
140 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 119 bool ACC (RW, braced); /* Will not move if braced, only attack */
141 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */ 120 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
142 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */ 121 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
143 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */ 122 bool ACC (RW, fire_on); /* Player should fire object, not move */
144 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */ 123 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
145 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
146 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 124 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
147 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 125 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
148 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 126 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
149
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152 127
153 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 128 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
154 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ 129 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
155 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
156 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
157 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
158 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
159 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
160 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
161 living ACC (RO, orig_stats); /* Permanent real stats of player */ 130 living ACC (RO, orig_stats); /* Permanent real stats of player */
162 living ACC (RO, last_stats); /* Last stats as sent to client */ 131 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
163 float ACC (RW, last_speed); /* Last speed as sent to client */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
165 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ 132 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
166 133
134 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
135 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
136 object_ptr ACC (RW, golem); // the currently controlled golem
137 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
138
167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 139 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
168 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 140 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
169 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 141 shstr ACC (RW, maplevel); /* On which level is the player? */
170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 142 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
171 143
172 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 144 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
173 /* Note that for dragon players, this is filled in for them */ 145 /* Note that for dragon players, this is filled in for them */
174 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 146 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
175 147
176 sint8 levhp[11]; /* What the player gained on that level */ 148 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
177 sint8 levsp[11]; /* Same for sp */ 149 sint8 ACC (RW, levsp[11]); /* Same for sp */
178 sint8 levgrace[11]; /* And same for grace */ 150 sint8 ACC (RW, levgrace[11]); /* And same for grace */
179 151
180 char ACC (RW, killer)[64]; /* Who killed this player. */ 152 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
181 153
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 154 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
183 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 155 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
184 156
185 time_t ACC (RW, last_save_time);
186 uint32 ACC (RW, last_save_tick);
187 partylist *ACC (RW, party); /* Party this player is part of */ 157 partylist *ACC (RW, party); /* Party this player is part of */
188 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 158 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
189 /* but we will have to get password first */ 159 /* but we will have to get password first */
190 /* so we have to remember which party to */ 160 /* so we have to remember which party to */
191 /* join */ 161 /* join */
195 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 165 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
196 object_ptr ACC (RW, mark); /* marked object */ 166 object_ptr ACC (RW, mark); /* marked object */
197 /* Special DM fields */ 167 /* Special DM fields */
198 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 168 tag_t *stack_items; /* Item stack for patch/dump/... commands */
199 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 169 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
200 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 170 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
201 /* the player can see. For maps smaller than */ 171 /* the player can see. For maps smaller than */
202 /* MAP_CLIENT_.., the upper left is used */ 172 /* MAP_CLIENT_.., the center is used */
173
174 // return the los value for the given coordinate
175 MTH sint8 blocked_los (int dx, int dy) const
176 {
177 dx += LOS_X0;
178 dy += LOS_Y0;
179
180 return 0 <= dx && dx < MAP_CLIENT_X
181 && 0 <= dy && dy < MAP_CLIENT_Y
182 ? los[dx][dy] : LOS_BLOCKED;
183 }
184
185 // unchecked variant
186 sint8 blocked_los_uc (int dx, int dy) const
187 {
188 return los[dx + LOS_X0][dy + LOS_Y0];
189 }
190
191 MTH void clear_los (sint8 value = LOS_BLOCKED);
192 MTH void update_los ();
203 193
204 shstr ACC (RW, invis_race); /* What race invisible to? */ 194 shstr ACC (RW, invis_race); /* What race invisible to? */
205 bool ACC (RW, enable_save);
206 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
207 195
196 MTH const char *killer_name () const; // makes a string out of ->killer
197
208 static player *create (); 198 MTH static player *create ();
209 static player *load (const char *path); 199 static player *find (const_utf8_string name);
210 void save (bool final = false);
211 200
201 static player *load_pl (object_thawer &thawer);
202 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
203
204 MTH void link_skills ();
205 MTH object *find_skill (shstr_cmp 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
212 void connect (client *ns); 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);
213 256
214 ~player (); 257 ~player ();
215 258
216private: 259private:
217 void set_object (object *op); 260 void set_object (object *op);
218 player (); 261 player ();
219}; 262};
220 263
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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