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/cvs/deliantra/server/include/player.h
Revision: 1.111
Committed: Mon Oct 29 23:55:53 2012 UTC (11 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.110: +5 -5 lines
Log Message:
trailing space removal

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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>
23 */
24
25 #ifndef PLAYER_H_
26 #define PLAYER_H_
27
28 //+GPL
29
30 enum bowtype_t
31 {
32 bow_normal = 0,
33 bow_threewide = 1,
34 bow_spreadshot = 2,
35 bow_n = 3, /* must stay at 3 */
36 bow_ne = 4,
37 bow_e = 5,
38 bow_se = 6,
39 bow_s = 7,
40 bow_sw = 8,
41 bow_w = 9,
42 bow_nw = 10, /* must stay at 10 */
43 bow_bestarrow = 11
44 };
45
46 enum petmode_t
47 {
48 pet_normal = 0,
49 pet_sad = 1,
50 pet_defend = 2,
51 pet_arena = 3,
52 };
53
54 enum usekeytype
55 {
56 key_inventory = 0,
57 keyrings = 1,
58 containers = 2,
59 };
60
61 /* This is used to control what to do when we need to unapply
62 * an object before we can apply another one.
63 */
64 enum unapplymode
65 {
66 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
67 unapply_never = 1, /* will not unapply objects automatically */
68 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
69 /* no choice - if there are multiple ojbect of the same type */
70 /* that need to be unapplied, there is no way for the player */
71 /* to control which of these will be unapplied. */
72 };
73
74 /* not really the player, but tied pretty closely */
75 INTERFACE_CLASS (partylist)
76 struct partylist
77 {
78 utf8_string ACC (RW, partyleader);
79 char ACC (RW, passwd)[9];
80 partylist *ACC (RW, next);
81 utf8_string ACC (RW, partyname);
82
83 struct party_kill
84 {
85 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
86 sint64 exp;
87 } party_kills[PARTY_KILL_LOG];
88
89 sint64 ACC (RW, total_exp);
90 uint32 ACC (RW, kills);
91 };
92
93 // used for pet monster logic etc.
94 static inline bool
95 same_party (partylist *a, partylist *b)
96 {
97 return a == b && a;
98 }
99
100 INTERFACE_CLASS (player)
101 struct player : zero_initialised, attachable
102 {
103 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
104 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
105 object_vector_index ACC (RO, active);
106
107 bowtype_t ACC (RW, bowtype); /* which firemode? */
108 petmode_t ACC (RW, petmode); /* which petmode? */
109 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
110 unapplymode ACC (RW, unapply); /* Method for auto unapply */
111 uint32 ACC (RW, count); /* Any numbers typed before a command */
112 uint32 ACC (RW, mode); /* Mode of player for pickup. */
113
114 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
115 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
116 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
117 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
118 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
119 int ACC (RW, item_power); /* Total item power of objects equipped */
120 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
121 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
122
123 /* Try to put all the bitfields together - saves some small amount of memory */
124 bool ACC (RW, braced); /* Will not move if braced, only attack */
125 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
126 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
127 bool ACC (RW, fire_on); /* Player should fire object, not move */
128 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
129 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
130 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
131 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
132
133 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
134 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
135 living ACC (RO, orig_stats); /* Permanent real stats of player */
136 object_ptr last_skill_ob[CS_NUM_SKILLS]; /* the exp object */
137 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
138
139 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
140 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
141 object_ptr ACC (RW, golem); // the currently controlled golem
142 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
143 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
144
145 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
146 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
147 shstr ACC (RW, maplevel); /* On which level is the player? */
148 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
149
150 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
151 /* Note that for dragon players, this is filled in for them */
152 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
153
154 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
155 sint8 ACC (RW, levsp[11]); /* Same for sp */
156 sint8 ACC (RW, levgrace[11]); /* And same for grace */
157
158 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
159
160 float speed_left_save; // spee doptimisation, see process_players[12]
161 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
162 char ACC (RW, password)[256]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
163
164 partylist *ACC (RW, party); /* Party this player is part of */
165 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
166 /* but we will have to get password first */
167 /* so we have to remember which party to */
168 /* join */
169 char ACC (RW, search_str)[256]; /* Item we are looking for */
170 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
171 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
172 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
173 object_ptr ACC (RW, mark); /* marked object */
174 /* Special DM fields */
175 tag_t *stack_items; /* Item stack for patch/dump/... commands */
176 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
177 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
178 /* the player can see. For maps smaller than */
179 /* MAP_CLIENT_.., the center is used */
180
181 //-GPL
182
183 // stats updates are very costly, so delay them if at all possible
184 bool ACC (RW, delayed_update);
185 void queue_stats_update ()
186 {
187 delayed_update = true;
188 }
189 void need_updated_stats ()
190 {
191 if (delayed_update)
192 ob->update_stats ();
193 }
194
195 #if 0
196 enum {
197 SA_SPELLS = 1<<0,
198 SA_EXP = 1<<1,
199 };
200
201 uint8 ACxC (RW, stat_update_flags);
202
203 void need_stat_update (int flags)
204 {
205 stat_update_flags |= flags;
206 }
207 #endif
208
209 // return the los value for the given coordinate
210 MTH sint8 blocked_los (int dx, int dy) const
211 {
212 dx += LOS_X0;
213 dy += LOS_Y0;
214
215 return 0 <= dx && dx < MAP_CLIENT_X
216 && 0 <= dy && dy < MAP_CLIENT_Y
217 ? los[dx][dy] : LOS_BLOCKED;
218 }
219
220 // unchecked variant
221 sint8 blocked_los_uc (int dx, int dy) const
222 {
223 return los[dx + LOS_X0][dy + LOS_Y0];
224 }
225
226 MTH void clear_los (sint8 value = LOS_BLOCKED);
227 MTH void update_los ();
228
229 shstr ACC (RW, invis_race); /* What race invisible to? */
230
231 MTH const_utf8_string killer_name () const; // makes a string out of ->killer
232
233 MTH static player *create ();
234 static player *find (const_utf8_string name);
235
236 static player *load_pl (object_thawer &thawer);
237 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
238
239 MTH void link_skills ();
240 MTH object *find_skill (shstr_cmp name) const;
241
242 bool save_pl (object_freezer &freezer);
243 MTH bool save_pl (const_octet_string path);
244
245 void do_destroy ();
246 void gather_callbacks (AV *&callbacks, event_type event) const;
247
248 MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
249
250 MTH void touch () { dirty = true; } // need to touch when logged out and changed
251
252 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
253 {
254 if (ns)
255 ns->play_sound (sound, dx, dy);
256 }
257
258 // wether the player can "see" this mapspace or not, decided by los
259 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
260 MTH sint8 darkness_at (maptile *map, int x, int y) const;
261
262 MTH void connect (client *ns);
263 MTH void disconnect ();
264
265 MTH void activate ();
266 MTH void deactivate ();
267
268 MTH void chargen_race_done ();
269 MTH void chargen_race_next ();
270
271 MTH void set_observe (object_ornull *ob);
272 MTH void set_viewpoint (object_ornull *ob);
273
274 void send_msg (int color, const_utf8_string type, const_utf8_string msg)
275 {
276 ns->send_msg (color, type, msg);
277 }
278
279 // a prominent box that can easily be escaped away or so
280 // should be used for informative output such as who, maps etc.
281 // will stay on-screen
282 MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
283
284 // a prominent msg that signifies some important event,
285 // an improvement potion effect potion. should not be long.
286 // might time out after a while
287 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
288
289 // a prominent box that signifies some error such as a failed
290 // improvement potion. should not be long.
291 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
292 void failmsgf (const_utf8_string format, ...); // always NDI_RED
293
294 MTH void update_spells () const
295 {
296 if (ns)
297 ns->update_spells = true;
298 }
299
300 ~player ();
301
302 private:
303 void set_object (object *op);
304 player ();
305 };
306
307 typedef object_vector<player, &player::active> playervec;
308
309 extern playervec players;
310
311 #define for_all_players(var) \
312 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
313 statementvar (player *, var, ::players [_i])
314
315 #define for_all_players_on_map(var,mapp) \
316 for_all_players(var) \
317 if ((var)->ob->map == (mapp))
318
319 inline void
320 object::statusmsg (const_utf8_string msg, int color)
321 {
322 if (expect_true (contr)) contr->statusmsg (msg, color);
323 }
324
325 inline void
326 object::failmsg (const_utf8_string msg, int color)
327 {
328 if (expect_true (contr)) contr->failmsg (msg, color);
329 }
330
331 #endif
332