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/cvs/deliantra/server/include/player.h
Revision: 1.116
Committed: Wed Dec 5 19:03:26 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.115: +2 -2 lines
Log Message:
some bugfixes

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #ifndef PLAYER_H_
27 #define PLAYER_H_
28
29 //+GPL
30
31 enum bowtype_t
32 {
33 bow_normal = 0,
34 bow_threewide = 1,
35 bow_spreadshot = 2,
36 bow_n = 3, /* must stay at 3 */
37 bow_ne = 4,
38 bow_e = 5,
39 bow_se = 6,
40 bow_s = 7,
41 bow_sw = 8,
42 bow_w = 9,
43 bow_nw = 10, /* must stay at 10 */
44 bow_bestarrow = 11
45 };
46
47 enum petmode_t
48 {
49 pet_normal = 0,
50 pet_sad = 1,
51 pet_defend = 2,
52 pet_arena = 3,
53 };
54
55 enum usekeytype
56 {
57 key_inventory = 0,
58 keyrings = 1,
59 containers = 2,
60 };
61
62 /* This is used to control what to do when we need to unapply
63 * an object before we can apply another one.
64 */
65 enum unapplymode
66 {
67 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
68 unapply_never = 1, /* will not unapply objects automatically */
69 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
70 /* no choice - if there are multiple ojbect of the same type */
71 /* that need to be unapplied, there is no way for the player */
72 /* to control which of these will be unapplied. */
73 };
74
75 /* not really the player, but tied pretty closely */
76 INTERFACE_CLASS (partylist)
77 struct partylist
78 {
79 utf8_string ACC (RW, partyleader);
80 char ACC (RW, passwd)[9];
81 partylist *ACC (RW, next);
82 utf8_string ACC (RW, partyname);
83
84 struct party_kill
85 {
86 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
87 sint64 exp;
88 } party_kills[PARTY_KILL_LOG];
89
90 sint64 ACC (RW, total_exp);
91 uint32 ACC (RW, kills);
92 };
93
94 // used for pet monster logic etc.
95 static inline bool
96 same_party (partylist *a, partylist *b)
97 {
98 return a == b && a;
99 }
100
101 INTERFACE_CLASS (player)
102 struct player : zero_initialised, attachable
103 {
104 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
105 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
106 object_vector_index ACC (RO, active);
107
108 bowtype_t ACC (RW, bowtype); /* which firemode? */
109 petmode_t ACC (RW, petmode); /* which petmode? */
110 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
111 unapplymode ACC (RW, unapply); /* Method for auto unapply */
112 uint32 ACC (RW, count); /* Any numbers typed before a command */
113 uint32 ACC (RW, mode); /* Mode of player for pickup. */
114
115 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
116 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
117 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
118 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
119 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
120 int ACC (RW, item_power); /* Total item power of objects equipped */
121 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
122 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
123
124 /* Try to put all the bitfields together - saves some small amount of memory */
125 bool ACC (RW, braced); /* Will not move if braced, only attack */
126 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
127 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
128 bool ACC (RW, fire_on); /* Player should fire object, not move */
129 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
130 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
131 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
132 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
133
134 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
135 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
136 living ACC (RO, orig_stats); /* Permanent real stats of player */
137 object_ptr last_skill_ob[CS_NUM_SKILLS]; /* the exp object */
138 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
139
140 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
141 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
142 object_ptr ACC (RW, golem); // the currently controlled golem
143 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
144 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
145
146 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
147 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
148 shstr ACC (RW, maplevel); /* On which level is the player? */
149 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
150
151 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
152 /* Note that for dragon players, this is filled in for them */
153 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
154
155 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
156 sint8 ACC (RW, levsp[11]); /* Same for sp */
157 sint8 ACC (RW, levgrace[11]); /* And same for grace */
158
159 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
160
161 float speed_left_save; // speed optimisation, see process_players[12]
162 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
163 char ACC (RW, password)[256]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
164
165 partylist *ACC (RW, party); /* Party this player is part of */
166 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
167 /* but we will have to get password first */
168 /* so we have to remember which party to */
169 /* join */
170 char ACC (RW, search_str)[256]; /* Item we are looking for */
171 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
172 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
173 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
174 object_ptr ACC (RW, mark); /* marked object */
175 /* Special DM fields */
176 tag_t *stack_items; /* Item stack for patch/dump/... commands */
177 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
178 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
179 /* the player can see. For maps smaller than */
180 /* MAP_CLIENT_.., the center is used */
181
182 //-GPL
183
184 // stats updates are very costly, so delay them if at all possible
185 bool ACC (RW, delayed_update);
186 void queue_stats_update ()
187 {
188 delayed_update = true;
189 }
190 void need_updated_stats ()
191 {
192 if (delayed_update)
193 ob->update_stats ();
194 }
195
196 #if 0
197 enum {
198 SA_SPELLS = 1<<0,
199 SA_EXP = 1<<1,
200 };
201
202 uint8 ACxC (RW, stat_update_flags);
203
204 void need_stat_update (int flags)
205 {
206 stat_update_flags |= flags;
207 }
208 #endif
209
210 // return the los value for the given coordinate
211 MTH sint8 blocked_los (int dx, int dy) const
212 {
213 dx += LOS_X0;
214 dy += LOS_Y0;
215
216 return 0 <= dx && dx < MAP_CLIENT_X
217 && 0 <= dy && dy < MAP_CLIENT_Y
218 ? los[dx][dy] : LOS_BLOCKED;
219 }
220
221 // unchecked variant
222 sint8 blocked_los_uc (int dx, int dy) const
223 {
224 return los[dx + LOS_X0][dy + LOS_Y0];
225 }
226
227 MTH void clear_los (sint8 value = LOS_BLOCKED);
228 MTH void update_los ();
229
230 shstr ACC (RW, invis_race); /* What race invisible to? */
231
232 MTH const_utf8_string killer_name () const; // makes a string out of ->killer
233
234 MTH static player *create ();
235 static player *find (const_utf8_string name);
236
237 static player *load_pl (object_thawer &thawer);
238 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
239
240 MTH void link_skills ();
241 MTH object *find_skill (shstr_cmp name) const;
242
243 bool save_pl (object_freezer &freezer);
244 MTH bool save_pl (const_octet_string path);
245
246 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const;
248
249 MTH dynbuf_text *expand_cfpod (const_utf8_string cfpod) const;
250 static dynbuf_text *expand_cfpod (int hintmode, int gender, const_utf8_string cfpod);
251
252 MTH void touch () { dirty = true; } // need to touch when logged out and changed
253
254 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
255 {
256 if (ns)
257 ns->play_sound (sound, dx, dy);
258 }
259
260 // wether the player can "see" this mapspace or not, decided by los
261 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
262 MTH sint8 darkness_at (maptile *map, int x, int y) const;
263
264 MTH void connect (client *ns);
265 MTH void disconnect ();
266
267 MTH void activate ();
268 MTH void deactivate ();
269
270 MTH void chargen_race_done ();
271 MTH void chargen_race_next ();
272
273 MTH void set_observe (object_ornull *ob);
274 MTH void set_viewpoint (object_ornull *ob);
275
276 void send_msg (int color, const_utf8_string type, const_utf8_string msg)
277 {
278 ns->send_msg (color, type, msg);
279 }
280
281 // a prominent box that can easily be escaped away or so
282 // should be used for informative output such as who, maps etc.
283 // will stay on-screen
284 MTH void infobox (const_utf8_string title, const_utf8_string msg, int color = NDI_BLACK);
285
286 // a prominent msg that signifies some important event,
287 // an improvement potion effect potion. should not be long.
288 // might time out after a while
289 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
290
291 // a prominent box that signifies some error such as a failed
292 // improvement potion. should not be long.
293 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
294 void failmsgf (const_utf8_string format, ...); // always NDI_RED
295
296 MTH void update_spells () const
297 {
298 if (ns)
299 ns->update_spells = true;
300 }
301
302 ~player ();
303
304 private:
305 void set_object (object *op);
306 player ();
307 };
308
309 typedef object_vector<player, &player::active> playervec;
310
311 extern playervec players;
312
313 #define for_all_players(var) \
314 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
315 statementvar (player *, var, ::players [_i])
316
317 #define for_all_players_on_map(var,mapp) \
318 for_all_players(var) \
319 if ((var)->ob->map == (mapp))
320
321 inline void
322 object::statusmsg (const_utf8_string msg, int color)
323 {
324 if (ecb_expect_true (contr)) contr->statusmsg (msg, color);
325 }
326
327 inline void
328 object::failmsg (const_utf8_string msg, int color)
329 {
330 if (ecb_expect_true (contr)) contr->failmsg (msg, color);
331 }
332
333 #endif
334