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Comparing deliantra/server/include/player.h (file contents):
Revision 1.4 by elmex, Sun Aug 13 17:16:02 2006 UTC vs.
Revision 1.93 by root, Mon Oct 19 21:48:49 2009 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 1.4 2006/08/13 17:16:02 elmex 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
24#ifndef PLAYER_H_
25#define PLAYER_H_
5 26
6/*
7 CrossFire, A Multiplayer game for X-windows
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 */
40enum 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};
51
52enum bowtype_t { 27enum bowtype_t
28{
53 bow_normal = 0, 29 bow_normal = 0,
54 bow_threewide = 1, 30 bow_threewide = 1,
55 bow_spreadshot = 2, 31 bow_spreadshot = 2,
56 bow_n = 3, /* must stay at 3 */ 32 bow_n = 3, /* must stay at 3 */
57 bow_ne = 4, 33 bow_ne = 4,
58 bow_e = 5, 34 bow_e = 5,
59 bow_se = 6, 35 bow_se = 6,
60 bow_s = 7, 36 bow_s = 7,
61 bow_sw = 8, 37 bow_sw = 8,
62 bow_w = 9, 38 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */ 39 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11 40 bow_bestarrow = 11
65}; 41};
66 42
67typedef enum _petmode { 43enum petmode_t
44{
68 pet_normal = 0, 45 pet_normal = 0,
69 pet_sad = 1, 46 pet_sad = 1,
70 pet_defend = 2, 47 pet_defend = 2,
71 pet_arena = 3 48 pet_arena = 3,
72} petmode_t; 49};
73 50
74typedef enum usekeytype { 51enum usekeytype
52{
75 key_inventory=0, 53 key_inventory = 0,
76 keyrings=1, 54 keyrings = 1,
77 containers=2 55 containers = 2,
78} usekeytype; 56};
79 57
80/* 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
81 * an object before we can apply another one. 59 * an object before we can apply another one.
82 */ 60 */
83typedef enum unapplymode { 61enum unapplymode
62{
84 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */ 63 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
85 unapply_never=1, /* will not unapply objects automatically */ 64 unapply_never = 1, /* will not unapply objects automatically */
86 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */ 65 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */ 66 /* no choice - if there are multiple ojbect of the same type */
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} unapplymode; 69};
91 70
92/* not really the player, but tied pretty closely */ 71/* not really the player, but tied pretty closely */
93typedef struct party_struct { 72INTERFACE_CLASS (partylist)
73struct partylist
74{
94 char * partyleader; 75 char *ACC (RW, partyleader);
95 char passwd[9]; 76 char ACC (RW, passwd)[9];
96 struct party_struct *next; 77 partylist *ACC (RW, next);
97 char *partyname; 78 char *ACC (RW, partyname);
98 79
99#ifdef PARTY_KILL_LOG
100 struct party_kill { 80 struct party_kill
81 {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1]; 82 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
102 sint64 exp; 83 sint64 exp;
103 } party_kills[PARTY_KILL_LOG]; 84 } party_kills[PARTY_KILL_LOG];
85
86 sint64 ACC (RW, total_exp);
87 uint32 ACC (RW, kills);
88};
89
90// used for pet monster logic etc.
91static bool
92same_party (partylist *a, partylist *b)
93{
94 return a == b && a;
95}
96
97INTERFACE_CLASS (player)
98struct player : zero_initialised, attachable
99{
100 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
101 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
102 object_vector_index ACC (RO, active);
103
104 bowtype_t ACC (RW, bowtype); /* which firemode? */
105 petmode_t ACC (RW, petmode); /* which petmode? */
106 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
107 unapplymode ACC (RW, unapply); /* Method for auto unapply */
108 uint32 ACC (RW, count); /* Any numbers typed before a command */
109 uint32 ACC (RW, mode); /* Mode of player for pickup. */
110
111 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
112 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
113 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
114 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
115 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
116 int ACC (RW, item_power); /* Total item power of objects equipped */
117 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
118 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
119
120 /* Try to put all the bitfields together - saves some small amount of memory */
121 bool ACC (RW, braced); /* Will not move if braced, only attack */
122 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
123 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
124 bool ACC (RW, fire_on); /* Player should fire object, not move */
125 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
126 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
127 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
128 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
129
130 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
131 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
132 living ACC (RO, orig_stats); /* Permanent real stats of player */
133 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
134 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
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
141 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
142 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
143 shstr ACC (RW, maplevel); /* On which level is the player? */
144 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
145
146 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
147 /* Note that for dragon players, this is filled in for them */
148 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
149
150 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
151 sint8 ACC (RW, levsp[11]); /* Same for sp */
152 sint8 ACC (RW, levgrace[11]); /* And same for grace */
153
154 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
155
156 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
157 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
158
159 partylist *ACC (RW, party); /* Party this player is part of */
160 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
161 /* but we will have to get password first */
162 /* so we have to remember which party to */
163 /* join */
164 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
165 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
166 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
167 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
168 object_ptr ACC (RW, mark); /* marked object */
169 /* Special DM fields */
170 tag_t *stack_items; /* Item stack for patch/dump/... commands */
171 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
172 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
173 /* the player can see. For maps smaller than */
174 /* MAP_CLIENT_.., the center is used */
175
176 // return the los value for the given coordinate
177 MTH sint8 blocked_los (int dx, int dy) const
178 {
179 dx += LOS_X0;
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
196 shstr ACC (RW, invis_race); /* What race invisible to? */
197
198 MTH const char *killer_name () const; // makes a string out of ->killer
199
200 MTH static player *create ();
201 static player *find (const_utf8_string name);
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
104#endif 290#endif
105 sint64 total_exp;
106 uint32 kills;
107} partylist;
108
109// the layout of this structure cnanot be changed unless adjusting the inialisation code
110// in server/player.c:get_player has been verified.
111typedef struct pl {
112 struct pl *next; /* Pointer to next player, NULL if this is last */
113 NewSocket socket; /* Socket information for this player */
114 object *ob; /* The object representing the player */
115 mapstruct *loading; /* When entering a map in progress of loading, not really used */
116 rangetype shoottype; /* Which range-attack is being used by player */
117 bowtype_t bowtype; /* which firemode? */
118 petmode_t petmode; /* which petmode? */
119 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
120 /* That not all are used, it is just nice to map this 1:1 */
121 /* With the range names */
122 uint32 golem_count; /* To track the golem */
123 usekeytype usekeys; /* Method for finding keys for doors */
124 unapplymode unapply; /* Method for auto unapply */
125 uint32 count; /* Any numbers typed before a command */
126 uint32 mode; /* Mode of player for pickup. */
127
128 sint8 digestion; /* Any bonuses/penalties to digestion */
129 sint8 gen_hp; /* Bonuses to regeneration speed of hp */
130 sint8 gen_sp; /* Bonuses to regeneration speed of sp */
131 sint8 gen_sp_armour; /* Penalty to sp regen from armour */
132 sint8 gen_grace; /* Bonuses to regeneration speed of grace */
133 sint16 item_power; /* Total item power of objects equipped */
134 uint8 state; /* Input state of the player (name, password, etc */
135 uint8 listening; /* Which priority will be used in info_all */
136 sint8 last_level; /* Last level we sent to client */
137
138 /* Try to put all the bitfields together - saves some small amount of memory */
139 uint32 braced:1; /* Will not move if braced, only attack */
140 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
141 const char *invis_race; /* What race invisible to? */
142 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
143 uint32 fire_on:1; /* Player should fire object, not move */
144 uint32 run_on:1; /* Player should keep moving in dir until run is off */
145 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
146 uint32 name_changed:1; /* If true, the player has set a name. */
147 uint32 peaceful:1; /* If set, won't attack friendly creatures */
148 uint32 hidden:1; /* If True, player (DM) is hidden from view */
149 uint32 explore:1; /* if True, player is in explore mode */
150 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
151
152 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
153 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
154
155 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
156 float last_weapon_sp; /* if diff than weapon_sp, update client */
157 uint16 last_flags; /* fire/run on flags for last tick */
158 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
159 sint32 last_weight_limit; /* Last weight limit transmitted to client */
160 uint32 last_path_attuned; /* Last spell attunment sent to client */
161 uint32 last_path_repelled; /* Last spell repelled sent to client */
162 uint32 last_path_denied; /* Last spell denied sent to client */
163 living orig_stats; /* Permanent real stats of player */
164 living last_stats; /* Last stats as sent to client */
165 float last_speed; /* Last speed as sent to client */
166 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
167 int Swap_First; /* First stat player has selected to swap */
168 object *last_used; /* Pointer to object last picked or applied */
169 uint32 last_used_id; /* Safety measures to be sure it's the same */
170 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
171 /* the player can see. For maps smaller than */
172 /* MAP_CLIENT_.., the upper left is used */
173
174 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
175 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
176 char maplevel[MAX_BUF]; /* On which level is the player? */
177 char spellparam[MAX_BUF]; /* What param to add to spells */
178
179 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
180 /* Note that for dragon players, this is filled in for them */
181 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
182
183 sint8 levhp[11]; /* What the player gained on that level */
184 sint8 levsp[11]; /* Same for sp */
185 sint8 levgrace[11]; /* And same for grace */
186
187 char killer[BIG_NAME]; /* Who killed this player. */
188 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
189
190 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
191 char input_buf[MAX_BUF]; /* Holds command to run */
192 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
193
194#ifdef SAVE_INTERVAL
195 time_t last_save_time;
196#endif /* SAVE_INTERVAL */
197#ifdef AUTOSAVE
198 uint32 last_save_tick;
199#endif
200 partylist *party; /* Party this player is part of */
201 partylist *party_to_join; /* used when player wants to join a party */
202 /* but we will have to get password first */
203 /* so we have to remember which party to */
204 /* join */
205 char search_str[MAX_BUF]; /* Item we are looking for */
206 sint16 encumbrance; /* How much our player is encumbered */
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
208 uint16 outputs_sync; /* How often to print, no matter what */
209 uint16 outputs_count; /* Print if this count is exceeded */
210 object *mark; /* marked object */
211 uint32 mark_count; /* count of mark object */
212 object *transport; /* transport the player is in */
213 /* Special DM fields */
214 tag_t* stack_items; /* Item stack for patch/dump/... commands */
215 int stack_position; /* Current stack position, 0 for no item */
216} player;

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