ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/player.h
Revision: 1.54
Committed: Sun May 13 15:13:57 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +2 -0 lines
Log Message:
lots of little changes:
- fix MIN/MAX_AC/WC and use them
- abstratc weapon speed into player->weapon_speed, as
  it is just way too confusing and probably needs frequent updates :)
- use ob_speed/weapon_sp * 0.5 as an arbitrary real attack speed
  .5 needs tuning, elsewhere, but ahs been put in as a stopgap measure.
- fix speed issues, properly use weapon_sp (if a bit lagged)
- clear current weapon when readying skills because a skill might already
  be readied implicitly.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
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 enum bowtype_t
26 {
27 bow_normal = 0,
28 bow_threewide = 1,
29 bow_spreadshot = 2,
30 bow_n = 3, /* must stay at 3 */
31 bow_ne = 4,
32 bow_e = 5,
33 bow_se = 6,
34 bow_s = 7,
35 bow_sw = 8,
36 bow_w = 9,
37 bow_nw = 10, /* must stay at 10 */
38 bow_bestarrow = 11
39 };
40
41 enum petmode_t
42 {
43 pet_normal = 0,
44 pet_sad = 1,
45 pet_defend = 2,
46 pet_arena = 3,
47 };
48
49 enum usekeytype
50 {
51 key_inventory = 0,
52 keyrings = 1,
53 containers = 2,
54 };
55
56 /* This is used to control what to do when we need to unapply
57 * an object before we can apply another one.
58 */
59 enum unapplymode
60 {
61 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
62 unapply_never = 1, /* will not unapply objects automatically */
63 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
64 /* no choice - if there are multiple ojbect of the same type */
65 /* that need to be unapplied, there is no way for the player */
66 /* to control which of these will be unapplied. */
67 };
68
69 /* not really the player, but tied pretty closely */
70 INTERFACE_CLASS (partylist)
71 struct partylist
72 {
73 char *ACC (RW, partyleader);
74 char ACC (RW, passwd)[9];
75 partylist *ACC (RW, next);
76 char *ACC (RW, partyname);
77
78 struct party_kill
79 {
80 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
81 sint64 exp;
82 } party_kills[PARTY_KILL_LOG];
83
84 sint64 ACC (RW, total_exp);
85 uint32 ACC (RW, kills);
86 };
87
88 INTERFACE_CLASS (player)
89 struct player : zero_initialised, attachable
90 {
91 client *ACC (RO, ns); /* Socket information for this player */
92 object *ACC (RW, ob); /* The object representing the player */
93 int ACC (RO, active);
94
95 bowtype_t ACC (RW, bowtype); /* which firemode? */
96 petmode_t ACC (RW, petmode); /* which petmode? */
97 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
98 unapplymode ACC (RW, unapply); /* Method for auto unapply */
99 uint32 ACC (RW, count); /* Any numbers typed before a command */
100 uint32 ACC (RW, mode); /* Mode of player for pickup. */
101
102 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
103 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
104 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
105 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
106 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
107 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
108 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
109
110 /* Try to put all the bitfields together - saves some small amount of memory */
111 bool ACC (RW, braced); /* Will not move if braced, only attack */
112 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
113 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
114 bool ACC (RW, fire_on); /* Player should fire object, not move */
115 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
116 bool ACC (RW, has_hit); /* If set, weapon_sp instead of speed will count */
117 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
118 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
119
120 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
121 living ACC (RO, orig_stats); /* Permanent real stats of player */
122 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
123 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
124
125 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
126 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
127 object_ptr ACC (RW, golem); // the currently controlled golem
128
129 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
130 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
131 shstr ACC (RW, maplevel); /* On which level is the player? */
132 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
133
134 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
135 /* Note that for dragon players, this is filled in for them */
136 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
137
138 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
139 sint8 ACC (RW, levsp[11]); /* Same for sp */
140 sint8 ACC (RW, levgrace[11]); /* And same for grace */
141
142 char ACC (RW, killer)[64]; /* Who killed this player. */
143
144 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
145 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
146
147 partylist *ACC (RW, party); /* Party this player is part of */
148 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
149 /* but we will have to get password first */
150 /* so we have to remember which party to */
151 /* join */
152 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
153 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
154 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
155 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
156 object_ptr ACC (RW, mark); /* marked object */
157 /* Special DM fields */
158 tag_t *stack_items; /* Item stack for patch/dump/... commands */
159 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
160 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
161 /* the player can see. For maps smaller than */
162 /* MAP_CLIENT_.., the upper left is used */
163
164 shstr ACC (RW, invis_race); /* What race invisible to? */
165
166 MTH float weapon_speed () const;
167
168 MTH static player *create ();
169
170 static player *load_pl (object_thawer &thawer);
171 MTH static player *load_pl (const char *path);
172
173 bool save_pl (object_freezer &freezer);
174 MTH bool save_pl (const char *path);
175
176 void do_destroy ();
177 void gather_callbacks (AV *&callbacks, event_type event) const;
178
179 // wether the player can "see" this mapspace or not, decided by los
180 // 0 - nothing see, 100 - fully visible
181 MTH sint8 visibility_at (maptile *map, int x, int y) const;
182
183 MTH void connect (client *ns);
184 MTH void disconnect ();
185
186 MTH void activate ();
187 MTH void deactivate ();
188
189 // enters the initial map, after login or creation
190 MTH void enter_map ();
191
192 MTH void chargen_race_done ();
193 MTH void chargen_race_next ();
194
195 ~player ();
196
197 private:
198 void set_object (object *op);
199 player ();
200 };
201
202 typedef object_vector<player, &player::active> playervec;
203
204 extern playervec players;
205
206 #define for_all_players(var) \
207 for (unsigned _i = 0; _i < players.size (); ++_i) \
208 declvar (player *, var, players [_i])
209