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/cvs/deliantra/server/include/player.h
Revision: 1.19
Committed: Fri Sep 29 11:53:08 2006 UTC (17 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +2 -2 lines
Log Message:
enlarge killer and other fields, do not use silly BIG_NAME with no meaning.

File Contents

# Content
1
2 /*
3 CrossFire, A Multiplayer game for X-windows
4
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23 */
24
25 #define NUM_OUTPUT_BUFS 5
26 struct Output_Buf
27 {
28 shstr buf; /* Actual string pointer */
29 uint32 first_update; /* First time this message was stored */
30 uint16 count; /* How many times we got this message */
31 };
32
33 /* wand/rod/horn rolled into range_misc. They all use the same body location
34 * anyways.
35 */
36 enum rangetype
37 {
38 range_bottom = -1,
39 range_none = 0,
40 range_bow = 1,
41 range_magic = 2,
42 range_misc = 3,
43 range_golem = 4,
44 range_skill = 5,
45 range_builder = 6,
46 range_size = 7
47 };
48
49 enum bowtype_t
50 {
51 bow_normal = 0,
52 bow_threewide = 1,
53 bow_spreadshot = 2,
54 bow_n = 3, /* must stay at 3 */
55 bow_ne = 4,
56 bow_e = 5,
57 bow_se = 6,
58 bow_s = 7,
59 bow_sw = 8,
60 bow_w = 9,
61 bow_nw = 10, /* must stay at 10 */
62 bow_bestarrow = 11
63 };
64
65 enum petmode_t
66 {
67 pet_normal = 0,
68 pet_sad = 1,
69 pet_defend = 2,
70 pet_arena = 3
71 };
72
73 enum usekeytype
74 {
75 key_inventory = 0,
76 keyrings = 1,
77 containers = 2
78 };
79
80 /* This is used to control what to do when we need to unapply
81 * an object before we can apply another one.
82 */
83 enum unapplymode
84 {
85 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
86 unapply_never = 1, /* will not unapply objects automatically */
87 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
88 /* no choice - if there are multiple ojbect of the same type */
89 /* that need to be unapplied, there is no way for the player */
90 /* to control which of these will be unapplied. */
91 };
92
93 /* not really the player, but tied pretty closely */
94 struct partylist
95 {
96 char *partyleader;
97 char passwd[9];
98 partylist *next;
99 char *partyname;
100
101 #ifdef PARTY_KILL_LOG
102 struct party_kill
103 {
104 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
105 sint64 exp;
106 } party_kills[PARTY_KILL_LOG];
107 #endif
108 sint64 total_exp;
109 uint32 kills;
110 };
111
112 ACC_CLASS (player)
113
114 // memsettable part of player
115 struct player_pod
116 {
117 object_ptr ACC (RW, ob); /* The object representing the player */
118 maptile *loading; /* When entering a map in progress of loading, not really used */
119 rangetype shoottype; /* Which range-attack is being used by player */
120 bowtype_t bowtype; /* which firemode? */
121 petmode_t petmode; /* which petmode? */
122 object_ptr ranges[range_size]; /* object for each range. Set up in fix player. Note */
123 /* That not all are used, it is just nice to map this 1:1 */
124 /* With the range names */
125 uint32 ACC (RW, golem_count); /* To track the golem */
126 usekeytype usekeys; /* Method for finding keys for doors */
127 unapplymode unapply; /* Method for auto unapply */
128 uint32 ACC (RW, count); /* Any numbers typed before a command */
129 uint32 ACC (RW, mode); /* Mode of player for pickup. */
130
131 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
132 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
133 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
134 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
135 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
136 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
137 uint8 ACC (RW, state); /* Input state of the player (name, password, etc */
138 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
139 sint8 ACC (RW, last_level); /* Last level we sent to client */
140
141 /* Try to put all the bitfields together - saves some small amount of memory */
142 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
143 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
144 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
145 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
146 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
147 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
148 uint32 ACC (RO, name_changed):1; /* If true, the player has set a name. */
149 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
150 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
151 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
152 uint32 ACC (RO, no_shout):1; /* if True, player is *not* able to use shout command */
153
154 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
155 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
156
157 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
158 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
159 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
160 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
161 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
162 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
163 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
164 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
165 living ACC (RO, orig_stats); /* Permanent real stats of player */
166 living ACC (RO, last_stats); /* Last stats as sent to client */
167 float ACC (RW, last_speed); /* Last speed as sent to client */
168 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
169 int Swap_First; /* First stat player has selected to swap */
170 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
171 uint32 last_used_id; /* Safety measures to be sure it's the same */
172
173 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
174 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
175 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
176 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
177
178 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
179 /* Note that for dragon players, this is filled in for them */
180 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
181
182 sint8 levhp[11]; /* What the player gained on that level */
183 sint8 levsp[11]; /* Same for sp */
184 sint8 levgrace[11]; /* And same for grace */
185
186 char ACC (RW, killer)[64]; /* Who killed this player. */
187
188 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
189 char input_buf[MAX_BUF]; /* Holds command to run */
190 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
191
192 time_t ACC (RW, last_save_time);
193 uint32 ACC (RW, last_save_tick);
194 partylist *ACC (RW, party); /* Party this player is part of */
195 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
196 /* but we will have to get password first */
197 /* so we have to remember which party to */
198 /* join */
199 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
200 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
201 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
202 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
203 object_ptr ACC (RW, mark); /* marked object */
204 /* Special DM fields */
205 tag_t *stack_items; /* Item stack for patch/dump/... commands */
206 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
207 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
208 /* the player can see. For maps smaller than */
209 /* MAP_CLIENT_.., the upper left is used */
210 };
211
212 struct player : zero_initialised, attachable<player>, player_pod
213 {
214 player *next; /* Pointer to next player, NULL if this is last */
215 NewSocket socket; /* Socket information for this player */
216 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
217 shstr invis_race; /* What race invisible to? */
218
219 void clear ()
220 {
221 memset (static_cast < player_pod * >(this), 0, sizeof (player_pod));
222 attachable_clear ();
223 invis_race = 0;
224
225 for (int i = 0; i < NUM_OUTPUT_BUFS; i++)
226 outputs[i].buf = 0;
227 }
228 };
229