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/cvs/deliantra/server/include/player.h
Revision: 1.38
Committed: Sun Dec 31 10:28:36 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +8 -8 lines
Log Message:
different interface design for c++/perl map handling, some random map framework

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 INTERFACE_CLASS (partylist)
94 struct partylist
95 {
96 char *ACC (RW, partyleader);
97 char ACC (RW, passwd)[9];
98 partylist *ACC (RW, next);
99 char *ACC (RW, partyname);
100
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
107 sint64 ACC (RW, total_exp);
108 uint32 ACC (RW, kills);
109 };
110
111 #define for_all_players(var) for (player *var = first_player; var; var = var->next)
112
113 INTERFACE_CLASS (player)
114 struct player : zero_initialised, attachable
115 {
116 player *ACC (RW, next); /* Pointer to next player, NULL if this is last */
117 client_ptr ACC (RO, ns); /* Socket information for this player */
118 object_ptr ACC (RW, ob); /* The object representing the player */
119 maptile *loading; /* When entering a map in progress of loading, not really used */
120 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
121 bowtype_t ACC (RW, bowtype); /* which firemode? */
122 petmode_t ACC (RW, petmode); /* which petmode? */
123 object_ptr ACC (RW, ranges[range_size]); /* object for each range. Set up in fix player. Note */
124 /* That not all are used, it is just nice to map this 1:1 */
125 /* With the range names */
126 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
127 unapplymode ACC (RW, 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, listening); /* Which priority will be used in info_all */
138 sint8 ACC (RW, last_level); /* Last level we sent to client */
139
140 /* Try to put all the bitfields together - saves some small amount of memory */
141 uint32 ACC (RO, braced):1; /* Will not move if braced, only attack */
142 uint32 ACC (RO, tmp_invis):1; /* Will invis go away when we attack ? */
143 uint32 ACC (RO, do_los):1; /* If true, need to call update_los() in draw(), and clear */
144 uint32 ACC (RO, fire_on):1; /* Player should fire object, not move */
145 uint32 ACC (RO, run_on):1; /* Player should keep moving in dir until run is off */
146 uint32 ACC (RO, has_hit):1; /* If set, weapon_sp instead of speed will count */
147 uint32 ACC (RO, peaceful):1; /* If set, won't attack friendly creatures */
148 uint32 ACC (RO, hidden):1; /* If True, player (DM) is hidden from view */
149 uint32 ACC (RO, explore):1; /* if True, player is in explore mode */
150
151 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
152 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
153
154 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
155 float ACC (RW, last_weapon_sp); /* if diff than weapon_sp, update client */
156 uint16 ACC (RW, last_flags); /* fire/run on flags for last tick */
157 sint32 ACC (RW, last_weight); /* Last weight as sent to client; -1 means do not send weight */
158 sint32 ACC (RW, last_weight_limit); /* Last weight limit transmitted to client */
159 uint32 ACC (RW, last_path_attuned); /* Last spell attunment sent to client */
160 uint32 ACC (RW, last_path_repelled); /* Last spell repelled sent to client */
161 uint32 ACC (RW, last_path_denied); /* Last spell denied sent to client */
162 living ACC (RO, orig_stats); /* Permanent real stats of player */
163 living ACC (RO, last_stats); /* Last stats as sent to client */
164 float ACC (RW, last_speed); /* Last speed as sent to client */
165 sint16 ACC (RW, last_resist[NROFATTACKS]); /* last resist values sent to client */
166 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
167
168 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
169 char ACC (RW, savebed_map)[MAX_BUF]; /* map where player will respawn after death */
170 char ACC (RW, maplevel)[MAX_BUF]; /* On which level is the player? */
171 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
172
173 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
174 /* Note that for dragon players, this is filled in for them */
175 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
176
177 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
178 sint8 ACC (RW, levsp[11]); /* Same for sp */
179 sint8 ACC (RW, levgrace[11]); /* And same for grace */
180
181 char ACC (RW, killer)[64]; /* Who killed this player. */
182
183 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
184 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
185
186 time_t ACC (RW, last_save_time);
187 uint32 ACC (RW, last_save_tick);
188 partylist *ACC (RW, party); /* Party this player is part of */
189 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
190 /* but we will have to get password first */
191 /* so we have to remember which party to */
192 /* join */
193 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
194 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
195 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
196 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
197 object_ptr ACC (RW, mark); /* marked object */
198 /* Special DM fields */
199 tag_t *stack_items; /* Item stack for patch/dump/... commands */
200 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
201 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
202 /* the player can see. For maps smaller than */
203 /* MAP_CLIENT_.., the upper left is used */
204
205 shstr ACC (RW, invis_race); /* What race invisible to? */
206 bool ACC (RW, enable_save);
207 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
208
209 MTH static player *create ();
210 MTH static player *load (const char *path);
211 MTH void save (bool final = false);
212 void do_destroy ();
213 void gather_callbacks (AV *&callbacks, event_type event) const;
214
215 MTH void connect (client *ns);
216 MTH void disconnect ();
217
218 // enters the initial map, after login or creation
219 MTH void enter_map ();
220
221 ~player ();
222
223 private:
224 void set_object (object *op);
225 player ();
226 };
227