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/cvs/deliantra/server/include/player.h
Revision: 1.12
Committed: Mon Sep 4 11:07:59 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +2 -4 lines
Log Message:
Changes...

- alternative shstr representation, saves code
- use glibs splice memory allocator (seems slower)
- use simpler memory/lifetime management for objects, no recycling

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 #define NUM_OUTPUT_BUFS 5
25 typedef struct {
26 shstr buf; /* Actual string pointer */
27 uint32 first_update; /* First time this message was stored */
28 uint16 count; /* How many times we got this message */
29 } Output_Buf;
30
31
32 /* wand/rod/horn rolled into range_misc. They all use the same body location
33 * anyways.
34 */
35 enum rangetype {
36 range_bottom = -1,
37 range_none = 0,
38 range_bow = 1,
39 range_magic = 2,
40 range_misc = 3,
41 range_golem = 4,
42 range_skill = 5,
43 range_builder = 6,
44 range_size = 7
45 };
46
47 enum bowtype_t {
48 bow_normal = 0,
49 bow_threewide = 1,
50 bow_spreadshot = 2,
51 bow_n = 3, /* must stay at 3 */
52 bow_ne = 4,
53 bow_e = 5,
54 bow_se = 6,
55 bow_s = 7,
56 bow_sw = 8,
57 bow_w = 9,
58 bow_nw = 10, /* must stay at 10 */
59 bow_bestarrow = 11
60 };
61
62 typedef enum _petmode {
63 pet_normal = 0,
64 pet_sad = 1,
65 pet_defend = 2,
66 pet_arena = 3
67 } petmode_t;
68
69 typedef enum usekeytype {
70 key_inventory=0,
71 keyrings=1,
72 containers=2
73 } usekeytype;
74
75 /* This is used to control what to do when we need to unapply
76 * an object before we can apply another one.
77 */
78 typedef enum unapplymode {
79 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */
80 unapply_never=1, /* will not unapply objects automatically */
81 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */
82 /* no choice - if there are multiple ojbect of the same type */
83 /* that need to be unapplied, there is no way for the player */
84 /* to control which of these will be unapplied. */
85 } unapplymode;
86
87 /* not really the player, but tied pretty closely */
88 typedef struct party_struct {
89 char * partyleader;
90 char passwd[9];
91 struct party_struct *next;
92 char *partyname;
93
94 #ifdef PARTY_KILL_LOG
95 struct party_kill {
96 char killer[MAX_NAME+1],dead[MAX_NAME+1];
97 sint64 exp;
98 } party_kills[PARTY_KILL_LOG];
99 #endif
100 sint64 total_exp;
101 uint32 kills;
102 } partylist;
103
104 // memsettable part of player
105 struct player_pod
106 {
107 object *ob; /* The object representing the player */
108 mapstruct *loading; /* When entering a map in progress of loading, not really used */
109 rangetype shoottype; /* Which range-attack is being used by player */
110 bowtype_t bowtype; /* which firemode? */
111 petmode_t petmode; /* which petmode? */
112 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
113 /* That not all are used, it is just nice to map this 1:1 */
114 /* With the range names */
115 uint32 golem_count; /* To track the golem */
116 usekeytype usekeys; /* Method for finding keys for doors */
117 unapplymode unapply; /* Method for auto unapply */
118 uint32 count; /* Any numbers typed before a command */
119 uint32 mode; /* Mode of player for pickup. */
120
121 sint8 digestion; /* Any bonuses/penalties to digestion */
122 sint8 gen_hp; /* Bonuses to regeneration speed of hp */
123 sint8 gen_sp; /* Bonuses to regeneration speed of sp */
124 sint8 gen_sp_armour; /* Penalty to sp regen from armour */
125 sint8 gen_grace; /* Bonuses to regeneration speed of grace */
126 sint16 item_power; /* Total item power of objects equipped */
127 uint8 state; /* Input state of the player (name, password, etc */
128 uint8 listening; /* Which priority will be used in info_all */
129 sint8 last_level; /* Last level we sent to client */
130
131 /* Try to put all the bitfields together - saves some small amount of memory */
132 uint32 braced:1; /* Will not move if braced, only attack */
133 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
134 shstr invis_race; /* What race invisible to? */
135 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
136 uint32 fire_on:1; /* Player should fire object, not move */
137 uint32 run_on:1; /* Player should keep moving in dir until run is off */
138 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
139 uint32 name_changed:1; /* If true, the player has set a name. */
140 uint32 peaceful:1; /* If set, won't attack friendly creatures */
141 uint32 hidden:1; /* If True, player (DM) is hidden from view */
142 uint32 explore:1; /* if True, player is in explore mode */
143 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
144
145 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
146 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
147
148 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
149 float last_weapon_sp; /* if diff than weapon_sp, update client */
150 uint16 last_flags; /* fire/run on flags for last tick */
151 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
152 sint32 last_weight_limit; /* Last weight limit transmitted to client */
153 uint32 last_path_attuned; /* Last spell attunment sent to client */
154 uint32 last_path_repelled; /* Last spell repelled sent to client */
155 uint32 last_path_denied; /* Last spell denied sent to client */
156 living orig_stats; /* Permanent real stats of player */
157 living last_stats; /* Last stats as sent to client */
158 float last_speed; /* Last speed as sent to client */
159 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
160 int Swap_First; /* First stat player has selected to swap */
161 object *last_used; /* Pointer to object last picked or applied */
162 uint32 last_used_id; /* Safety measures to be sure it's the same */
163 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
164 /* the player can see. For maps smaller than */
165 /* MAP_CLIENT_.., the upper left is used */
166
167 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
168 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
169 char maplevel[MAX_BUF]; /* On which level is the player? */
170 char spellparam[MAX_BUF]; /* What param to add to spells */
171
172 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
173 /* Note that for dragon players, this is filled in for them */
174 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
175
176 sint8 levhp[11]; /* What the player gained on that level */
177 sint8 levsp[11]; /* Same for sp */
178 sint8 levgrace[11]; /* And same for grace */
179
180 char killer[BIG_NAME]; /* Who killed this player. */
181 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
182
183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
184 char input_buf[MAX_BUF]; /* Holds command to run */
185 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
186
187 #ifdef SAVE_INTERVAL
188 time_t last_save_time;
189 #endif /* SAVE_INTERVAL */
190 #ifdef AUTOSAVE
191 uint32 last_save_tick;
192 #endif
193 partylist *party; /* Party this player is part of */
194 partylist *party_to_join; /* used when player wants to join a party */
195 /* but we will have to get password first */
196 /* so we have to remember which party to */
197 /* join */
198 char search_str[MAX_BUF]; /* Item we are looking for */
199 sint16 encumbrance; /* How much our player is encumbered */
200 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
201 uint16 outputs_sync; /* How often to print, no matter what */
202 uint16 outputs_count; /* Print if this count is exceeded */
203 object *mark; /* marked object */
204 uint32 mark_count; /* count of mark object */
205 /* Special DM fields */
206 tag_t* stack_items; /* Item stack for patch/dump/... commands */
207 int stack_position; /* Current stack position, 0 for no item */
208 };
209
210 typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
211 {
212 struct pl *next; /* Pointer to next player, NULL if this is last */
213 NewSocket socket; /* Socket information for this player */
214 } player;
215