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/cvs/deliantra/server/include/player.h
Revision: 1.45
Committed: Mon Jan 15 21:06:19 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.44: +22 -22 lines
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File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
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@schmorp.de
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 INTERFACE_CLASS (partylist)
95 struct partylist
96 {
97 char *ACC (RW, partyleader);
98 char ACC (RW, passwd)[9];
99 partylist *ACC (RW, next);
100 char *ACC (RW, partyname);
101
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
108 sint64 ACC (RW, total_exp);
109 uint32 ACC (RW, kills);
110 };
111
112 INTERFACE_CLASS (player)
113 struct player : zero_initialised, attachable
114 {
115 client *ACC (RO, ns); /* Socket information for this player */
116 object *ACC (RW, ob); /* The object representing the player */
117 int ACC (RO, active);
118
119 rangetype ACC (RW, shoottype); /* Which range-attack is being used by player */
120 bowtype_t ACC (RW, bowtype); /* which firemode? */
121 petmode_t ACC (RW, petmode); /* which petmode? */
122 object_ptr ACC (RW, 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 ACC (RW, usekeys); /* Method for finding keys for doors */
126 unapplymode ACC (RW, 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
138 /* Try to put all the bitfields together - saves some small amount of memory */
139 bool ACC (RW, braced); /* Will not move if braced, only attack */
140 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
141 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
142 bool ACC (RW, fire_on); /* Player should fire object, not move */
143 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
144 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
145 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
146 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
147
148 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
149 living ACC (RO, orig_stats); /* Permanent real stats of player */
150 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
151 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
152
153 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
154 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
155 shstr ACC (RW, maplevel); /* On which level is the player? */
156 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
157
158 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
159 /* Note that for dragon players, this is filled in for them */
160 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
161
162 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
163 sint8 ACC (RW, levsp[11]); /* Same for sp */
164 sint8 ACC (RW, levgrace[11]); /* And same for grace */
165
166 char ACC (RW, killer)[64]; /* Who killed this player. */
167
168 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
169 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
170
171 partylist *ACC (RW, party); /* Party this player is part of */
172 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
173 /* but we will have to get password first */
174 /* so we have to remember which party to */
175 /* join */
176 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
177 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
178 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
179 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
180 object_ptr ACC (RW, mark); /* marked object */
181 /* Special DM fields */
182 tag_t *stack_items; /* Item stack for patch/dump/... commands */
183 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
184 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
185 /* the player can see. For maps smaller than */
186 /* MAP_CLIENT_.., the upper left is used */
187
188 shstr ACC (RW, invis_race); /* What race invisible to? */
189 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
190
191 MTH static player *create ();
192
193 static player *load_pl (object_thawer &thawer);
194 MTH static player *load_pl (const char *path);
195
196 bool save_pl (object_freezer &freezer);
197 MTH bool save_pl (const char *path);
198
199 void do_destroy ();
200 void gather_callbacks (AV *&callbacks, event_type event) const;
201
202 MTH void connect (client *ns);
203 MTH void disconnect ();
204
205 MTH void activate ();
206 MTH void deactivate ();
207
208 // enters the initial map, after login or creation
209 MTH void enter_map ();
210
211 ~player ();
212
213 private:
214 void set_object (object *op);
215 player ();
216 };
217
218 typedef object_vector<player, &player::active> playervec;
219
220 extern playervec players;
221
222 #define for_all_players(var) \
223 for (int _i = 0; _i < players.size (); ++_i) \
224 declvar (player *, var, players [_i])
225