ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/player.h
Revision: 1.32
Committed: Sat Dec 23 06:21:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +5 -20 lines
Log Message:
- improved login code
- removed some cruft code and (finally), the player_pod hack

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@schmorp.de
22 */
23
24 #define NUM_OUTPUT_BUFS 5
25 struct Output_Buf
26 {
27 shstr buf; /* Actual string pointer */
28 uint32 first_update; /* First time this message was stored */
29 uint16 count; /* How many times we got this message */
30 };
31
32 /* wand/rod/horn rolled into range_misc. They all use the same body location
33 * anyways.
34 */
35 enum rangetype
36 {
37 range_bottom = -1,
38 range_none = 0,
39 range_bow = 1,
40 range_magic = 2,
41 range_misc = 3,
42 range_golem = 4,
43 range_skill = 5,
44 range_builder = 6,
45 range_size = 7
46 };
47
48 enum bowtype_t
49 {
50 bow_normal = 0,
51 bow_threewide = 1,
52 bow_spreadshot = 2,
53 bow_n = 3, /* must stay at 3 */
54 bow_ne = 4,
55 bow_e = 5,
56 bow_se = 6,
57 bow_s = 7,
58 bow_sw = 8,
59 bow_w = 9,
60 bow_nw = 10, /* must stay at 10 */
61 bow_bestarrow = 11
62 };
63
64 enum petmode_t
65 {
66 pet_normal = 0,
67 pet_sad = 1,
68 pet_defend = 2,
69 pet_arena = 3
70 };
71
72 enum usekeytype
73 {
74 key_inventory = 0,
75 keyrings = 1,
76 containers = 2
77 };
78
79 /* This is used to control what to do when we need to unapply
80 * an object before we can apply another one.
81 */
82 enum unapplymode
83 {
84 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
85 unapply_never = 1, /* will not unapply objects automatically */
86 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
87 /* no choice - if there are multiple ojbect of the same type */
88 /* that need to be unapplied, there is no way for the player */
89 /* to control which of these will be unapplied. */
90 };
91
92 /* not really the player, but tied pretty closely */
93 struct partylist
94 {
95 char *partyleader;
96 char passwd[9];
97 partylist *next;
98 char *partyname;
99
100 #ifdef PARTY_KILL_LOG
101 struct party_kill
102 {
103 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
104 sint64 exp;
105 } party_kills[PARTY_KILL_LOG];
106 #endif
107 sint64 total_exp;
108 uint32 kills;
109 };
110
111 ACC_CLASS (player)
112
113 struct player : zero_initialised, refcounted, attachable<player>
114 {
115 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
116 client *ACC (RO, ns); /* Socket information for this player */
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 usekeytype usekeys; /* Method for finding keys for doors */
126 unapplymode unapply; /* Method for auto unapply */
127 uint32 ACC (RW, count); /* Any numbers typed before a command */
128 uint32 ACC (RW, mode); /* Mode of player for pickup. */
129
130 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
131 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
132 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
133 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
134 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
135 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
136 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
137 sint8 ACC (RW, last_level); /* Last level we sent to client */
138
139 /* Try to put all the bitfields together - saves some small amount of memory */
140 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
141 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
142 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
143 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
144 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
145 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
146 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
147 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
148 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
149
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152
153 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
154 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
155 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
156 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
157 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
158 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
159 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
160 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
161 living ACC (RO, orig_stats); /* Permanent real stats of player */
162 living ACC (RO, last_stats); /* Last stats as sent to client */
163 float ACC (RW, last_speed); /* Last speed as sent to client */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
165 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
166
167 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
168 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
169 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
170 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
171
172 char ACC (RW, 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 ACC (RW, title)[64]; /* 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 ACC (RW, killer)[64]; /* Who killed this player. */
181
182 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
183 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
184
185 time_t ACC (RW, last_save_time);
186 uint32 ACC (RW, last_save_tick);
187 partylist *ACC (RW, party); /* Party this player is part of */
188 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
189 /* but we will have to get password first */
190 /* so we have to remember which party to */
191 /* join */
192 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
193 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
194 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
195 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
196 object_ptr ACC (RW, mark); /* marked object */
197 /* Special DM fields */
198 tag_t *stack_items; /* Item stack for patch/dump/... commands */
199 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
200 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
201 /* the player can see. For maps smaller than */
202 /* MAP_CLIENT_.., the upper left is used */
203
204 shstr ACC (RW, invis_race); /* What race invisible to? */
205 bool ACC (RW, enable_save);
206 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
207
208 static player *create ();
209 static player *load (const char *path);
210 void save (bool final = false);
211
212 void connect (client *ns);
213
214 ~player ();
215
216 private:
217 void set_object (object *op);
218 player ();
219 };
220