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Comparing deliantra/server/include/player.h (file contents):
Revision 1.55 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.93 by root, Mon Oct 19 21:48:49 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24#ifndef PLAYER_H_
25#define PLAYER_H_
24 26
25enum bowtype_t 27enum bowtype_t
26{ 28{
27 bow_normal = 0, 29 bow_normal = 0,
28 bow_threewide = 1, 30 bow_threewide = 1,
93} 95}
94 96
95INTERFACE_CLASS (player) 97INTERFACE_CLASS (player)
96struct player : zero_initialised, attachable 98struct player : zero_initialised, attachable
97{ 99{
98 client *ACC (RO, ns); /* Socket information for this player */ 100 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
99 object *ACC (RW, ob); /* The object representing the player */ 101 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
100 int ACC (RO, active); 102 object_vector_index ACC (RO, active);
101 103
102 bowtype_t ACC (RW, bowtype); /* which firemode? */ 104 bowtype_t ACC (RW, bowtype); /* which firemode? */
103 petmode_t ACC (RW, petmode); /* which petmode? */ 105 petmode_t ACC (RW, petmode); /* which petmode? */
104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ 106 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
105 unapplymode ACC (RW, unapply); /* Method for auto unapply */ 107 unapplymode ACC (RW, unapply); /* Method for auto unapply */
106 uint32 ACC (RW, count); /* Any numbers typed before a command */ 108 uint32 ACC (RW, count); /* Any numbers typed before a command */
107 uint32 ACC (RW, mode); /* Mode of player for pickup. */ 109 uint32 ACC (RW, mode); /* Mode of player for pickup. */
108 110
109 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ 111 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
110 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ 112 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
111 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ 113 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
112 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 */
113 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ 115 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
114 sint16 ACC (RW, item_power); /* Total item power of objects equipped */ 116 int ACC (RW, item_power); /* Total item power of objects equipped */
115 uint8 ACC (RW, listening); /* Which priority will be used in info_all */ 117 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
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 */
119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ 122 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
120 bool ACC (RW, do_los); /* 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 */
121 bool ACC (RW, fire_on); /* Player should fire object, not move */ 124 bool ACC (RW, fire_on); /* Player should fire object, not move */
122 bool ACC (RW, run_on); /* 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 */
123 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
124 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ 126 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
125 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ 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!)
126 129
127 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 */
131 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 living ACC (RO, orig_stats); /* Permanent real stats of player */ 132 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ 133 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
130 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 */
131 135
132 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
133 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
134 object_ptr ACC (RW, golem); // the currently controlled golem 138 object_ptr ACC (RW, golem); // the currently controlled golem
139 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
135 140
136 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) */
137 shstr ACC (RW, savebed_map); /* map where player will respawn after death */ 142 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
138 shstr ACC (RW, maplevel); /* On which level is the player? */ 143 shstr ACC (RW, maplevel); /* On which level is the player? */
139 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 */
144 149
145 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ 150 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
146 sint8 ACC (RW, levsp[11]); /* Same for sp */ 151 sint8 ACC (RW, levsp[11]); /* Same for sp */
147 sint8 ACC (RW, levgrace[11]); /* And same for grace */ 152 sint8 ACC (RW, levgrace[11]); /* And same for grace */
148 153
149 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) */
150 155
151 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ 156 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
152 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 */
153 158
154 partylist *ACC (RW, party); /* Party this player is part of */ 159 partylist *ACC (RW, party); /* Party this player is part of */
162 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ 167 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
163 object_ptr ACC (RW, mark); /* marked object */ 168 object_ptr ACC (RW, mark); /* marked object */
164 /* Special DM fields */ 169 /* Special DM fields */
165 tag_t *stack_items; /* Item stack for patch/dump/... commands */ 170 tag_t *stack_items; /* Item stack for patch/dump/... commands */
166 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 */
167 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 */
168 /* the player can see. For maps smaller than */ 173 /* the player can see. For maps smaller than */
169 /* MAP_CLIENT_.., the upper left is used */ 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 ();
170 195
171 shstr ACC (RW, invis_race); /* What race invisible to? */ 196 shstr ACC (RW, invis_race); /* What race invisible to? */
172 197
173 MTH float weapon_speed () const; 198 MTH const char *killer_name () const; // makes a string out of ->killer
174 199
175 MTH static player *create (); 200 MTH static player *create ();
201 static player *find (const_utf8_string name);
176 202
177 static player *load_pl (object_thawer &thawer); 203 static player *load_pl (object_thawer &thawer);
178 MTH static player *load_pl (const char *path); 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;
179 208
180 bool save_pl (object_freezer &freezer); 209 bool save_pl (object_freezer &freezer);
181 MTH bool save_pl (const char *path); 210 MTH bool save_pl (const char *path);
182 211
183 void do_destroy (); 212 void do_destroy ();
184 void gather_callbacks (AV *&callbacks, event_type event) const; 213 void gather_callbacks (AV *&callbacks, event_type event) const;
185 214
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
186 // wether the player can "see" this mapspace or not, decided by los 225 // wether the player can "see" this mapspace or not, decided by los
187 // 0 - nothing see, 100 - fully visible 226 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
188 MTH sint8 visibility_at (maptile *map, int x, int y) const; 227 MTH sint8 darkness_at (maptile *map, int x, int y) const;
189 228
190 MTH void connect (client *ns); 229 MTH void connect (client *ns);
191 MTH void disconnect (); 230 MTH void disconnect ();
192 231
193 MTH void activate (); 232 MTH void activate ();
194 MTH void deactivate (); 233 MTH void deactivate ();
195 234
196 // enters the initial map, after login or creation
197 MTH void enter_map ();
198
199 MTH void chargen_race_done (); 235 MTH void chargen_race_done ();
200 MTH void chargen_race_next (); 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);
201 258
202 ~player (); 259 ~player ();
203 260
204private: 261private:
205 void set_object (object *op); 262 void set_object (object *op);
209typedef object_vector<player, &player::active> playervec; 266typedef object_vector<player, &player::active> playervec;
210 267
211extern playervec players; 268extern playervec players;
212 269
213#define for_all_players(var) \ 270#define for_all_players(var) \
214 for (unsigned _i = 0; _i < players.size (); ++_i) \ 271 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
215 declvar (player *, var, players [_i]) 272 statementvar (player *, var, ::players [_i])
216 273
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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