/* * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Crossfire TRT is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * for more details. * * You should have received a copy of the GNU General Public License along * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * The authors can be reached via e-mail to */ enum bowtype_t { bow_normal = 0, bow_threewide = 1, bow_spreadshot = 2, bow_n = 3, /* must stay at 3 */ bow_ne = 4, bow_e = 5, bow_se = 6, bow_s = 7, bow_sw = 8, bow_w = 9, bow_nw = 10, /* must stay at 10 */ bow_bestarrow = 11 }; enum petmode_t { pet_normal = 0, pet_sad = 1, pet_defend = 2, pet_arena = 3, }; enum usekeytype { key_inventory = 0, keyrings = 1, containers = 2, }; /* This is used to control what to do when we need to unapply * an object before we can apply another one. */ enum unapplymode { unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */ unapply_never = 1, /* will not unapply objects automatically */ unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */ /* no choice - if there are multiple ojbect of the same type */ /* that need to be unapplied, there is no way for the player */ /* to control which of these will be unapplied. */ }; /* not really the player, but tied pretty closely */ INTERFACE_CLASS (partylist) struct partylist { char *ACC (RW, partyleader); char ACC (RW, passwd)[9]; partylist *ACC (RW, next); char *ACC (RW, partyname); struct party_kill { char killer[MAX_NAME + 1], dead[MAX_NAME + 1]; sint64 exp; } party_kills[PARTY_KILL_LOG]; sint64 ACC (RW, total_exp); uint32 ACC (RW, kills); }; // used for pet monster logic etc. static bool same_party (partylist *a, partylist *b) { return a == b && a; } INTERFACE_CLASS (player) struct player : zero_initialised, attachable { client *ACC (RO, ns); /* Socket information for this player */ object *ACC (RW, ob); /* The object representing the player */ int ACC (RO, active); bowtype_t ACC (RW, bowtype); /* which firemode? */ petmode_t ACC (RW, petmode); /* which petmode? */ usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */ unapplymode ACC (RW, unapply); /* Method for auto unapply */ uint32 ACC (RW, count); /* Any numbers typed before a command */ uint32 ACC (RW, mode); /* Mode of player for pickup. */ sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */ sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */ sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */ sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */ sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */ sint16 ACC (RW, item_power); /* Total item power of objects equipped */ uint8 ACC (RW, listening); /* Which priority will be used in info_all */ /* Try to put all the bitfields together - saves some small amount of memory */ bool ACC (RW, braced); /* Will not move if braced, only attack */ bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */ bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */ bool ACC (RW, fire_on); /* Player should fire object, not move */ bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */ bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */ bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */ float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */ float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks living ACC (RO, orig_stats); /* Permanent real stats of player */ object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */ object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */ object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks object_ptr ACC (RW, golem); // the currently controlled golem object_ptr ACC (RW, observe); // the object that is being observed (or 0) sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */ shstr ACC (RW, savebed_map); /* map where player will respawn after death */ shstr ACC (RW, maplevel); /* On which level is the player? */ char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */ char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */ /* Note that for dragon players, this is filled in for them */ char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */ sint8 ACC (RW, levhp[11]); /* What the player gained on that level */ sint8 ACC (RW, levsp[11]); /* Same for sp */ sint8 ACC (RW, levgrace[11]); /* And same for grace */ char ACC (RW, killer)[64]; /* Who killed this player. */ char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */ char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */ partylist *ACC (RW, party); /* Party this player is part of */ partylist *ACC (RW, party_to_join); /* used when player wants to join a party */ /* but we will have to get password first */ /* so we have to remember which party to */ /* join */ char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */ sint16 ACC (RW, encumbrance); /* How much our player is encumbered */ uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */ uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */ object_ptr ACC (RW, mark); /* marked object */ /* Special DM fields */ tag_t *stack_items; /* Item stack for patch/dump/... commands */ int ACC (RW, stack_position); /* Current stack position, 0 for no item */ sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */ /* the player can see. For maps smaller than */ /* MAP_CLIENT_.., the upper left is used */ shstr ACC (RW, invis_race); /* What race invisible to? */ MTH static player *create (); static player *load_pl (object_thawer &thawer); MTH static player *load_pl (const char *path); bool save_pl (object_freezer &freezer); MTH bool save_pl (const char *path); void do_destroy (); void gather_callbacks (AV *&callbacks, event_type event) const; // wether the player can "see" this mapspace or not, decided by los // 0 - nothing see, 100 - fully visible MTH sint8 visibility_at (maptile *map, int x, int y) const; MTH void connect (client *ns); MTH void disconnect (); MTH void activate (); MTH void deactivate (); MTH void chargen_race_done (); MTH void chargen_race_next (); MTH void set_observe (object *ob); ~player (); private: void set_object (object *op); player (); }; typedef object_vector playervec; extern playervec players; #define for_all_players(var) \ for (unsigned _i = 0; _i < players.size (); ++_i) \ declvar (player *, var, players [_i])