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Comparing deliantra/server/include/player.h (file contents):
Revision 1.29 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.93 by root, Mon Oct 19 21:48:49 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 24#ifndef PLAYER_H_
36{ 25#define PLAYER_H_
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 26
48enum bowtype_t 27enum bowtype_t
49{ 28{
50 bow_normal = 0, 29 bow_normal = 0,
51 bow_threewide = 1, 30 bow_threewide = 1,
52 bow_spreadshot = 2, 31 bow_spreadshot = 2,
53 bow_n = 3, /* must stay at 3 */ 32 bow_n = 3, /* must stay at 3 */
54 bow_ne = 4, 33 bow_ne = 4,
55 bow_e = 5, 34 bow_e = 5,
56 bow_se = 6, 35 bow_se = 6,
57 bow_s = 7, 36 bow_s = 7,
58 bow_sw = 8, 37 bow_sw = 8,
59 bow_w = 9, 38 bow_w = 9,
60 bow_nw = 10, /* must stay at 10 */ 39 bow_nw = 10, /* must stay at 10 */
61 bow_bestarrow = 11 40 bow_bestarrow = 11
62}; 41};
63 42
64enum petmode_t 43enum petmode_t
65{ 44{
66 pet_normal = 0, 45 pet_normal = 0,
67 pet_sad = 1, 46 pet_sad = 1,
68 pet_defend = 2, 47 pet_defend = 2,
69 pet_arena = 3 48 pet_arena = 3,
70}; 49};
71 50
72enum usekeytype 51enum usekeytype
73{ 52{
74 key_inventory = 0, 53 key_inventory = 0,
75 keyrings = 1, 54 keyrings = 1,
76 containers = 2 55 containers = 2,
77}; 56};
78 57
79/* This is used to control what to do when we need to unapply 58/* This is used to control what to do when we need to unapply
80 * an object before we can apply another one. 59 * an object before we can apply another one.
81 */ 60 */
88 /* that need to be unapplied, there is no way for the player */ 67 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */ 68 /* to control which of these will be unapplied. */
90}; 69};
91 70
92/* not really the player, but tied pretty closely */ 71/* not really the player, but tied pretty closely */
72INTERFACE_CLASS (partylist)
93struct partylist 73struct partylist
94{ 74{
95 char *partyleader; 75 char *ACC (RW, partyleader);
96 char passwd[9]; 76 char ACC (RW, passwd)[9];
97 partylist *next; 77 partylist *ACC (RW, next);
98 char *partyname; 78 char *ACC (RW, partyname);
99 79
100#ifdef PARTY_KILL_LOG
101 struct party_kill 80 struct party_kill
102 { 81 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; 82 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp; 83 sint64 exp;
105 } party_kills[PARTY_KILL_LOG]; 84 } party_kills[PARTY_KILL_LOG];
106#endif 85
107 sint64 total_exp; 86 sint64 ACC (RW, total_exp);
108 uint32 kills; 87 uint32 ACC (RW, kills);
109}; 88};
110 89
90// used for pet monster logic etc.
91static bool
92same_party (partylist *a, partylist *b)
93{
94 return a == b && a;
95}
96
111ACC_CLASS (player) 97INTERFACE_CLASS (player)
112 98struct player : zero_initialised, attachable
113// memsettable part of player
114struct player_pod
115{ 99{
100 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
116 object_ptr ACC (RW, ob); /* The object representing the player */ 101 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
117 maptile *loading; /* When entering a map in progress of loading, not really used */ 102 object_vector_index ACC (RO, active);
118 rangetype shoottype; /* Which range-attack is being used by player */ 103
119 bowtype_t bowtype; /* which firemode? */ 104 bowtype_t ACC (RW, bowtype); /* which firemode? */
120 petmode_t petmode; /* which petmode? */ 105 petmode_t ACC (RW, petmode); /* which petmode? */
121 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
122 /* That not all are used, it is just nice to map this 1:1 */
123 /* With the range names */
124 usekeytype usekeys; /* Method for finding keys for doors */ 106 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
125 unapplymode unapply; /* Method for auto unapply */ 107 unapplymode ACC (RW, unapply); /* Method for auto unapply */
126 uint32 ACC (RW, count); /* Any numbers typed before a command */ 108 uint32 ACC (RW, count); /* Any numbers typed before a command */
127 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 109 uint32 ACC (RW, mode); /* Mode of player for pickup. */
128 110
129 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 111 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
130 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 112 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
131 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 113 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
132 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ 114 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
133 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 115 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
134 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 116 int ACC (RW, item_power); /* Total item power of objects equipped */
135 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */ 117 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 118 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
137 sint8 ACC (RW, last_level); /* Last level we sent to client */
138 119
139 /* 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 */
140 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */ 121 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 ? */ 122 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 */ 123 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 */ 124 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 */ 125 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, name_changed):1; /* If true, the player has set a name. */
147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */ 126 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
148 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */ 127 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */ 128 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
150
151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
153 129
154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ 130 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
155 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */ 131 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
156 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
157 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
158 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
159 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
162 living ACC (RO, orig_stats); /* Permanent real stats of player */ 132 living ACC (RO, orig_stats); /* Permanent real stats of player */
163 living ACC (RO, last_stats); /* Last stats as sent to client */ 133 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
164 float ACC (RW, last_speed); /* Last speed as sent to client */
165 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
166 int Swap_First; /* First stat player has selected to swap */
167 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 */
168 135
136 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
137 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
138 object_ptr ACC (RW, golem); // the currently controlled golem
139 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
140
169 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ 141 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
170 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */ 142 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
171 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */ 143 shstr ACC (RW, maplevel); /* On which level is the player? */
172 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ 144 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
173 145
174 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ 146 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
175 /* Note that for dragon players, this is filled in for them */ 147 /* Note that for dragon players, this is filled in for them */
176 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ 148 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
177 149
178 sint8 levhp[11]; /* What the player gained on that level */ 150 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
179 sint8 levsp[11]; /* Same for sp */ 151 sint8 ACC (RW, levsp[11]); /* Same for sp */
180 sint8 levgrace[11]; /* And same for grace */ 152 sint8 ACC (RW, levgrace[11]); /* And same for grace */
181 153
182 char ACC (RW, killer)[64]; /* Who killed this player. */ 154 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
183 155
184 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ 156 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
185 char input_buf[MAX_BUF]; /* Holds command to run */
186 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ 157 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
187 158
188 time_t ACC (RW, last_save_time);
189 uint32 ACC (RW, last_save_tick);
190 partylist *ACC (RW, party); /* Party this player is part of */ 159 partylist *ACC (RW, party); /* Party this player is part of */
191 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ 160 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
192 /* but we will have to get password first */ 161 /* but we will have to get password first */
193 /* so we have to remember which party to */ 162 /* so we have to remember which party to */
194 /* join */ 163 /* join */
198 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 167 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
199 object_ptr ACC (RW, mark); /* marked object */ 168 object_ptr ACC (RW, mark); /* marked object */
200 /* Special DM fields */ 169 /* Special DM fields */
201 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 170 tag_t *stack_items; /* Item stack for patch/dump/... commands */
202 int ACC (RW, stack_position); /* Current stack position, 0 for no item */ 171 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
203 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ 172 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
204 /* the player can see. For maps smaller than */ 173 /* the player can see. For maps smaller than */
205 /* MAP_CLIENT_.., the upper left is used */ 174 /* MAP_CLIENT_.., the center is used */
206};
207 175
208struct player : zero_initialised, attachable<player>, player_pod 176 // return the los value for the given coordinate
209{ 177 MTH sint8 blocked_los (int dx, int dy) const
210 player *next; /* Pointer to next player, NULL if this is last */ 178 {
211 client *ACC (RO, socket); /* Socket information for this player */ 179 dx += LOS_X0;
212 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ 180 dy += LOS_Y0;
181
182 return 0 <= dx && dx < MAP_CLIENT_X
183 && 0 <= dy && dy < MAP_CLIENT_Y
184 ? los[dx][dy] : LOS_BLOCKED;
185 }
186
187 // unchecked variant
188 sint8 blocked_los_uc (int dx, int dy) const
189 {
190 return los[dx + LOS_X0][dy + LOS_Y0];
191 }
192
193 MTH void clear_los (sint8 value = LOS_BLOCKED);
194 MTH void update_los ();
195
213 shstr invis_race; /* What race invisible to? */ 196 shstr ACC (RW, invis_race); /* What race invisible to? */
214 197
215 void clear () 198 MTH const char *killer_name () const; // makes a string out of ->killer
216 {
217 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
218 attachable_clear ();
219 invis_race = 0;
220 199
221 for (int i = 0; i < NUM_OUTPUT_BUFS; i++) 200 MTH static player *create ();
222 outputs[i].buf = 0; 201 static player *find (const_utf8_string name);
223 }
224};
225 202
203 static player *load_pl (object_thawer &thawer);
204 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
205
206 MTH void link_skills ();
207 MTH object *find_skill (shstr_cmp name) const;
208
209 bool save_pl (object_freezer &freezer);
210 MTH bool save_pl (const char *path);
211
212 void do_destroy ();
213 void gather_callbacks (AV *&callbacks, event_type event) const;
214
215 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
216
217 MTH void touch () { dirty = true; } // need to touch when logged out and changed
218
219 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
220 {
221 if (ns)
222 ns->play_sound (sound, dx, dy);
223 }
224
225 // wether the player can "see" this mapspace or not, decided by los
226 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
227 MTH sint8 darkness_at (maptile *map, int x, int y) const;
228
229 MTH void connect (client *ns);
230 MTH void disconnect ();
231
232 MTH void activate ();
233 MTH void deactivate ();
234
235 MTH void chargen_race_done ();
236 MTH void chargen_race_next ();
237
238 MTH void set_observe (object_ornull *ob);
239
240 void send_msg (int color, const char *type, const char *msg)
241 {
242 ns->send_msg (color, type, msg);
243 }
244
245 // a prominent box that can easily be escaped away or so
246 // should be used for informative output such as who, maps etc.
247 // will stay on-screen
248 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
249
250 // a prominent msg that signifies some important event,
251 // an improvement potion effect potion. should not be long.
252 // might time out after a while
253 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
254
255 // a prominent box that signifies some error such as a failed
256 // improvement potion. should not be long.
257 MTH void failmsg (const char *msg, int color = NDI_RED);
258
259 ~player ();
260
261private:
262 void set_object (object *op);
263 player ();
264};
265
266typedef object_vector<player, &player::active> playervec;
267
268extern playervec players;
269
270#define for_all_players(var) \
271 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
272 statementvar (player *, var, ::players [_i])
273
274#define for_all_players_on_map(var,mapp) \
275 for_all_players(var) \
276 if ((var)->ob->map == (mapp))
277
278inline void
279object::statusmsg (const char *msg, int color)
280{
281 if (expect_true (contr)) contr->statusmsg (msg, color);
282}
283
284inline void
285object::failmsg (const char *msg, int color)
286{
287 if (expect_true (contr)) contr->failmsg (msg, color);
288}
289
290#endif

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