/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #define NUM_OUTPUT_BUFS 5 struct Output_Buf { shstr buf; /* Actual string pointer */ uint32 first_update; /* First time this message was stored */ uint16 count; /* How many times we got this message */ }; /* wand/rod/horn rolled into range_misc. They all use the same body location * anyways. */ enum rangetype { range_bottom = -1, range_none = 0, range_bow = 1, range_magic = 2, range_misc = 3, range_golem = 4, range_skill = 5, range_builder = 6, range_size = 7 }; 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 }; typedef enum _petmode { pet_normal = 0, pet_sad = 1, pet_defend = 2, pet_arena = 3 } petmode_t; typedef enum usekeytype { key_inventory=0, keyrings=1, containers=2 } usekeytype; /* This is used to control what to do when we need to unapply * an object before we can apply another one. */ typedef 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. */ } unapplymode; /* not really the player, but tied pretty closely */ typedef struct party_struct { char * partyleader; char passwd[9]; struct party_struct *next; char *partyname; #ifdef PARTY_KILL_LOG struct party_kill { char killer[MAX_NAME+1],dead[MAX_NAME+1]; sint64 exp; } party_kills[PARTY_KILL_LOG]; #endif sint64 total_exp; uint32 kills; } partylist; // memsettable part of player struct player_pod { object *ob; /* The object representing the player */ mapstruct *loading; /* When entering a map in progress of loading, not really used */ rangetype shoottype; /* Which range-attack is being used by player */ bowtype_t bowtype; /* which firemode? */ petmode_t petmode; /* which petmode? */ object *ranges[range_size];/* object for each range. Set up in fix player. Note */ /* That not all are used, it is just nice to map this 1:1 */ /* With the range names */ uint32 golem_count; /* To track the golem */ usekeytype usekeys; /* Method for finding keys for doors */ unapplymode unapply; /* Method for auto unapply */ uint32 count; /* Any numbers typed before a command */ uint32 mode; /* Mode of player for pickup. */ sint8 digestion; /* Any bonuses/penalties to digestion */ sint8 gen_hp; /* Bonuses to regeneration speed of hp */ sint8 gen_sp; /* Bonuses to regeneration speed of sp */ sint8 gen_sp_armour; /* Penalty to sp regen from armour */ sint8 gen_grace; /* Bonuses to regeneration speed of grace */ sint16 item_power; /* Total item power of objects equipped */ uint8 state; /* Input state of the player (name, password, etc */ uint8 listening; /* Which priority will be used in info_all */ sint8 last_level; /* Last level we sent to client */ /* Try to put all the bitfields together - saves some small amount of memory */ uint32 braced:1; /* Will not move if braced, only attack */ uint32 tmp_invis:1; /* Will invis go away when we attack ? */ uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */ uint32 fire_on:1; /* Player should fire object, not move */ uint32 run_on:1; /* Player should keep moving in dir until run is off */ uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */ uint32 name_changed:1; /* If true, the player has set a name. */ uint32 peaceful:1; /* If set, won't attack friendly creatures */ uint32 hidden:1; /* If True, player (DM) is hidden from view */ uint32 explore:1; /* if True, player is in explore mode */ uint32 no_shout:1; /* if True, player is *not* able to use shout command */ object *last_skill_ob[NUM_SKILLS]; /* the exp object */ sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */ float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/ float last_weapon_sp; /* if diff than weapon_sp, update client */ uint16 last_flags; /* fire/run on flags for last tick */ sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */ sint32 last_weight_limit; /* Last weight limit transmitted to client */ uint32 last_path_attuned; /* Last spell attunment sent to client */ uint32 last_path_repelled; /* Last spell repelled sent to client */ uint32 last_path_denied; /* Last spell denied sent to client */ living orig_stats; /* Permanent real stats of player */ living last_stats; /* Last stats as sent to client */ float last_speed; /* Last speed as sent to client */ sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */ int Swap_First; /* First stat player has selected to swap */ object *last_used; /* Pointer to object last picked or applied */ uint32 last_used_id; /* Safety measures to be sure it's the same */ sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ /* the player can see. For maps smaller than */ /* MAP_CLIENT_.., the upper left is used */ sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */ char savebed_map[MAX_BUF]; /* map where player will respawn after death */ char maplevel[MAX_BUF]; /* On which level is the player? */ char spellparam[MAX_BUF]; /* What param to add to spells */ char own_title[MAX_NAME]; /* Title the player has chosen for themself */ /* Note that for dragon players, this is filled in for them */ char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */ sint8 levhp[11]; /* What the player gained on that level */ sint8 levsp[11]; /* Same for sp */ sint8 levgrace[11]; /* And same for grace */ char killer[BIG_NAME]; /* Who killed this player. */ char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */ char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ char input_buf[MAX_BUF]; /* Holds command to run */ char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ #ifdef SAVE_INTERVAL time_t last_save_time; #endif /* SAVE_INTERVAL */ #ifdef AUTOSAVE uint32 last_save_tick; #endif partylist *party; /* Party this player is part of */ partylist *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 search_str[MAX_BUF]; /* Item we are looking for */ sint16 encumbrance; /* How much our player is encumbered */ uint16 outputs_sync; /* How often to print, no matter what */ uint16 outputs_count; /* Print if this count is exceeded */ object *mark; /* marked object */ uint32 mark_count; /* count of mark object */ /* Special DM fields */ tag_t* stack_items; /* Item stack for patch/dump/... commands */ int stack_position; /* Current stack position, 0 for no item */ }; typedef struct pl : zero_initialised, attachable, player_pod { struct pl *next; /* Pointer to next player, NULL if this is last */ NewSocket socket; /* Socket information for this player */ Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */ shstr invis_race; /* What race invisible to? */ void clear () { memset (static_cast(this), 0, sizeof (player_pod)); attachable_clear (); invis_race = 0; for (int i = 0; i < NUM_OUTPUT_BUFS; i++) outputs[i].buf = 0; } } player;