/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
#ifndef PLAYER_H_
#define PLAYER_H_
//+GPL
enum bowtype_t
{
bow_normal = 0,
bow_threewide = 1,
bow_spreadshot = 2,
bow_n = 3, /* must stay at 3 */
bow_ne = 4,
bow_e = 5,
bow_se = 6,
bow_s = 7,
bow_sw = 8,
bow_w = 9,
bow_nw = 10, /* must stay at 10 */
bow_bestarrow = 11
};
enum petmode_t
{
pet_normal = 0,
pet_sad = 1,
pet_defend = 2,
pet_arena = 3,
};
enum usekeytype
{
key_inventory = 0,
keyrings = 1,
containers = 2,
};
/* This is used to control what to do when we need to unapply
* an object before we can apply another one.
*/
enum unapplymode
{
unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
unapply_never = 1, /* will not unapply objects automatically */
unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
/* no choice - if there are multiple ojbect of the same type */
/* that need to be unapplied, there is no way for the player */
/* to control which of these will be unapplied. */
};
/* not really the player, but tied pretty closely */
INTERFACE_CLASS (partylist)
struct partylist
{
utf8_string ACC (RW, partyleader);
char ACC (RW, passwd)[9];
partylist *ACC (RW, next);
utf8_string ACC (RW, partyname);
struct party_kill
{
char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
sint64 exp;
} party_kills[PARTY_KILL_LOG];
sint64 ACC (RW, total_exp);
uint32 ACC (RW, kills);
};
// used for pet monster logic etc.
static inline bool
same_party (partylist *a, partylist *b)
{
return a == b && a;
}
INTERFACE_CLASS (player)
struct player : zero_initialised, attachable
{
client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
object_vector_index ACC (RO, active);
bowtype_t ACC (RW, bowtype); /* which firemode? */
petmode_t ACC (RW, petmode); /* which petmode? */
usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
unapplymode ACC (RW, unapply); /* Method for auto unapply */
uint32 ACC (RW, count); /* Any numbers typed before a command */
uint32 ACC (RW, mode); /* Mode of player for pickup. */
int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
int ACC (RW, item_power); /* Total item power of objects equipped */
uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
/* Try to put all the bitfields together - saves some small amount of memory */
bool ACC (RW, braced); /* Will not move if braced, only attack */
bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
bool ACC (RW, fire_on); /* Player should fire object, not move */
bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
living ACC (RO, orig_stats); /* Permanent real stats of player */
object_ptr last_skill_ob[CS_NUM_SKILLS]; /* the exp object */
object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
object_ptr ACC (RW, golem); // the currently controlled golem
object_ptr ACC (RW, observe); // the object that is being observed (never 0)
object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
shstr ACC (RW, savebed_map); /* map where player will respawn after death */
shstr ACC (RW, maplevel); /* On which level is the player? */
char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
/* Note that for dragon players, this is filled in for them */
char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
sint8 ACC (RW, levsp[11]); /* Same for sp */
sint8 ACC (RW, levgrace[11]); /* And same for grace */
object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
float speed_left_save; // speed optimisation, see process_players[12]
char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
char ACC (RW, password)[256]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
partylist *ACC (RW, party); /* Party this player is part of */
partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
/* but we will have to get password first */
/* so we have to remember which party to */
/* join */
char ACC (RW, search_str)[256]; /* Item we are looking for */
sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
object_ptr ACC (RW, mark); /* marked object */
/* Special DM fields */
tag_t *stack_items; /* Item stack for patch/dump/... commands */
int ACC (RW, stack_position); /* Current stack position, 0 for no item */
sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
/* the player can see. For maps smaller than */
/* MAP_CLIENT_.., the center is used */
//-GPL
// stats updates are very costly, so delay them if at all possible
bool ACC (RW, delayed_update);
void queue_stats_update ()
{
delayed_update = true;
}
void need_updated_stats ()
{
if (delayed_update)
ob->update_stats ();
}
#if 0
enum {
SA_SPELLS = 1<<0,
SA_EXP = 1<<1,
};
uint8 ACxC (RW, stat_update_flags);
void need_stat_update (int flags)
{
stat_update_flags |= flags;
}
#endif
// return the los value for the given coordinate
MTH sint8 blocked_los (int dx, int dy) const
{
dx += LOS_X0;
dy += LOS_Y0;
return 0 <= dx && dx < MAP_CLIENT_X
&& 0 <= dy && dy < MAP_CLIENT_Y
? los[dx][dy] : LOS_BLOCKED;
}
// unchecked variant
sint8 blocked_los_uc (int dx, int dy) const
{
return los[dx + LOS_X0][dy + LOS_Y0];
}
MTH void clear_los (sint8 value = LOS_BLOCKED);
MTH void update_los ();
shstr ACC (RW, invis_race); /* What race invisible to? */
MTH const_utf8_string killer_name () const; // makes a string out of ->killer
MTH static player *create ();
static player *find (const_utf8_string name);
static player *load_pl (object_thawer &thawer);
MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
MTH void link_skills ();
MTH object *find_skill (shstr_cmp name) const;
bool save_pl (object_freezer &freezer);
MTH bool save_pl (const_octet_string path);
void do_destroy ();
void gather_callbacks (AV *&callbacks, event_type event) const;
MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
static dynbuf_text *expand_cfpod (int hintmode, int gender, const_utf8_string cfpod);
MTH void touch () { dirty = true; } // need to touch when logged out and changed
MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
{
if (ns)
ns->play_sound (sound, dx, dy);
}
// wether the player can "see" this mapspace or not, decided by los
// 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
MTH sint8 darkness_at (maptile *map, int x, int y) const;
MTH void connect (client *ns);
MTH void disconnect ();
MTH void activate ();
MTH void deactivate ();
MTH void chargen_race_done ();
MTH void chargen_race_next ();
MTH void set_observe (object_ornull *ob);
MTH void set_viewpoint (object_ornull *ob);
void send_msg (int color, const_utf8_string type, const_utf8_string msg)
{
ns->send_msg (color, type, msg);
}
// a prominent box that can easily be escaped away or so
// should be used for informative output such as who, maps etc.
// will stay on-screen
MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
// a prominent msg that signifies some important event,
// an improvement potion effect potion. should not be long.
// might time out after a while
MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
// a prominent box that signifies some error such as a failed
// improvement potion. should not be long.
MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
void failmsgf (const_utf8_string format, ...); // always NDI_RED
MTH void update_spells () const
{
if (ns)
ns->update_spells = true;
}
~player ();
private:
void set_object (object *op);
player ();
};
typedef object_vector playervec;
extern playervec players;
#define for_all_players(var) \
for (unsigned _i = 0; _i < ::players.size (); ++_i) \
statementvar (player *, var, ::players [_i])
#define for_all_players_on_map(var,mapp) \
for_all_players(var) \
if ((var)->ob->map == (mapp))
inline void
object::statusmsg (const_utf8_string msg, int color)
{
if (expect_true (contr)) contr->statusmsg (msg, color);
}
inline void
object::failmsg (const_utf8_string msg, int color)
{
if (expect_true (contr)) contr->failmsg (msg, color);
}
#endif