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/cvs/deliantra/server/include/player.h
Revision: 1.13
Committed: Tue Sep 5 18:18:09 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +13 -4 lines
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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 struct Output_Buf {
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 };
30
31 /* wand/rod/horn rolled into range_misc. They all use the same body location
32 * anyways.
33 */
34 enum rangetype {
35 range_bottom = -1,
36 range_none = 0,
37 range_bow = 1,
38 range_magic = 2,
39 range_misc = 3,
40 range_golem = 4,
41 range_skill = 5,
42 range_builder = 6,
43 range_size = 7
44 };
45
46 enum bowtype_t {
47 bow_normal = 0,
48 bow_threewide = 1,
49 bow_spreadshot = 2,
50 bow_n = 3, /* must stay at 3 */
51 bow_ne = 4,
52 bow_e = 5,
53 bow_se = 6,
54 bow_s = 7,
55 bow_sw = 8,
56 bow_w = 9,
57 bow_nw = 10, /* must stay at 10 */
58 bow_bestarrow = 11
59 };
60
61 typedef enum _petmode {
62 pet_normal = 0,
63 pet_sad = 1,
64 pet_defend = 2,
65 pet_arena = 3
66 } petmode_t;
67
68 typedef enum usekeytype {
69 key_inventory=0,
70 keyrings=1,
71 containers=2
72 } usekeytype;
73
74 /* This is used to control what to do when we need to unapply
75 * an object before we can apply another one.
76 */
77 typedef enum unapplymode {
78 unapply_nochoice=0, /* Will unapply objects when there no choice to unapply */
79 unapply_never=1, /* will not unapply objects automatically */
80 unapply_always=2 /* Will unapply whatever is necessary - this goes beyond */
81 /* no choice - if there are multiple ojbect of the same type */
82 /* that need to be unapplied, there is no way for the player */
83 /* to control which of these will be unapplied. */
84 } unapplymode;
85
86 /* not really the player, but tied pretty closely */
87 typedef struct party_struct {
88 char * partyleader;
89 char passwd[9];
90 struct party_struct *next;
91 char *partyname;
92
93 #ifdef PARTY_KILL_LOG
94 struct party_kill {
95 char killer[MAX_NAME+1],dead[MAX_NAME+1];
96 sint64 exp;
97 } party_kills[PARTY_KILL_LOG];
98 #endif
99 sint64 total_exp;
100 uint32 kills;
101 } partylist;
102
103 // memsettable part of player
104 struct player_pod
105 {
106 object *ob; /* The object representing the player */
107 mapstruct *loading; /* When entering a map in progress of loading, not really used */
108 rangetype shoottype; /* Which range-attack is being used by player */
109 bowtype_t bowtype; /* which firemode? */
110 petmode_t petmode; /* which petmode? */
111 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
112 /* That not all are used, it is just nice to map this 1:1 */
113 /* With the range names */
114 uint32 golem_count; /* To track the golem */
115 usekeytype usekeys; /* Method for finding keys for doors */
116 unapplymode unapply; /* Method for auto unapply */
117 uint32 count; /* Any numbers typed before a command */
118 uint32 mode; /* Mode of player for pickup. */
119
120 sint8 digestion; /* Any bonuses/penalties to digestion */
121 sint8 gen_hp; /* Bonuses to regeneration speed of hp */
122 sint8 gen_sp; /* Bonuses to regeneration speed of sp */
123 sint8 gen_sp_armour; /* Penalty to sp regen from armour */
124 sint8 gen_grace; /* Bonuses to regeneration speed of grace */
125 sint16 item_power; /* Total item power of objects equipped */
126 uint8 state; /* Input state of the player (name, password, etc */
127 uint8 listening; /* Which priority will be used in info_all */
128 sint8 last_level; /* Last level we sent to client */
129
130 /* Try to put all the bitfields together - saves some small amount of memory */
131 uint32 braced:1; /* Will not move if braced, only attack */
132 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
133 shstr invis_race; /* What race invisible to? */
134 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
135 uint32 fire_on:1; /* Player should fire object, not move */
136 uint32 run_on:1; /* Player should keep moving in dir until run is off */
137 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
138 uint32 name_changed:1; /* If true, the player has set a name. */
139 uint32 peaceful:1; /* If set, won't attack friendly creatures */
140 uint32 hidden:1; /* If True, player (DM) is hidden from view */
141 uint32 explore:1; /* if True, player is in explore mode */
142 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
143
144 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
145 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
146
147 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
148 float last_weapon_sp; /* if diff than weapon_sp, update client */
149 uint16 last_flags; /* fire/run on flags for last tick */
150 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
151 sint32 last_weight_limit; /* Last weight limit transmitted to client */
152 uint32 last_path_attuned; /* Last spell attunment sent to client */
153 uint32 last_path_repelled; /* Last spell repelled sent to client */
154 uint32 last_path_denied; /* Last spell denied sent to client */
155 living orig_stats; /* Permanent real stats of player */
156 living last_stats; /* Last stats as sent to client */
157 float last_speed; /* Last speed as sent to client */
158 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
159 int Swap_First; /* First stat player has selected to swap */
160 object *last_used; /* Pointer to object last picked or applied */
161 uint32 last_used_id; /* Safety measures to be sure it's the same */
162 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
163 /* the player can see. For maps smaller than */
164 /* MAP_CLIENT_.., the upper left is used */
165
166 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
167 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
168 char maplevel[MAX_BUF]; /* On which level is the player? */
169 char spellparam[MAX_BUF]; /* What param to add to spells */
170
171 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
172 /* Note that for dragon players, this is filled in for them */
173 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
174
175 sint8 levhp[11]; /* What the player gained on that level */
176 sint8 levsp[11]; /* Same for sp */
177 sint8 levgrace[11]; /* And same for grace */
178
179 char killer[BIG_NAME]; /* Who killed this player. */
180 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
181
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
183 char input_buf[MAX_BUF]; /* Holds command to run */
184 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
185
186 #ifdef SAVE_INTERVAL
187 time_t last_save_time;
188 #endif /* SAVE_INTERVAL */
189 #ifdef AUTOSAVE
190 uint32 last_save_tick;
191 #endif
192 partylist *party; /* Party this player is part of */
193 partylist *party_to_join; /* used when player wants to join a party */
194 /* but we will have to get password first */
195 /* so we have to remember which party to */
196 /* join */
197 char search_str[MAX_BUF]; /* Item we are looking for */
198 sint16 encumbrance; /* How much our player is encumbered */
199 uint16 outputs_sync; /* How often to print, no matter what */
200 uint16 outputs_count; /* Print if this count is exceeded */
201 object *mark; /* marked object */
202 uint32 mark_count; /* count of mark object */
203 /* Special DM fields */
204 tag_t* stack_items; /* Item stack for patch/dump/... commands */
205 int stack_position; /* Current stack position, 0 for no item */
206 };
207
208 typedef struct pl : zero_initialised, attachable<struct pl>, player_pod
209 {
210 struct pl *next; /* Pointer to next player, NULL if this is last */
211 NewSocket socket; /* Socket information for this player */
212 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
213
214 void clear ()
215 {
216 memset (static_cast<player_pod *>(this), 0, sizeof (player_pod));
217 attachable_clear ();
218
219 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
220 outputs[i].buf = 0;
221 }
222 } player;
223
224