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/cvs/deliantra/server/include/player.h
Revision: 1.60
Committed: Sun Jun 3 17:05:36 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +3 -0 lines
Log Message:
- remove slow and unneeded cruft code from map1.
- decouple map display/stats update from ob (use pl->obsere instead)

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <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 // used for pet monster logic etc.
89 static bool
90 same_party (partylist *a, partylist *b)
91 {
92 return a == b && a;
93 }
94
95 INTERFACE_CLASS (player)
96 struct player : zero_initialised, attachable
97 {
98 client *ACC (RO, ns); /* Socket information for this player */
99 object *ACC (RW, ob); /* The object representing the player */
100 int ACC (RO, active);
101
102 bowtype_t ACC (RW, bowtype); /* which firemode? */
103 petmode_t ACC (RW, petmode); /* which petmode? */
104 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
105 unapplymode ACC (RW, unapply); /* Method for auto unapply */
106 uint32 ACC (RW, count); /* Any numbers typed before a command */
107 uint32 ACC (RW, mode); /* Mode of player for pickup. */
108
109 sint8 ACC (RW, digestion); /* Any bonuses/penalties to digestion */
110 sint8 ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
111 sint8 ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
112 sint8 ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
113 sint8 ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
114 sint16 ACC (RW, item_power); /* Total item power of objects equipped */
115 uint8 ACC (RW, listening); /* Which priority will be used in info_all */
116
117 /* Try to put all the bitfields together - saves some small amount of memory */
118 bool ACC (RW, braced); /* Will not move if braced, only attack */
119 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
120 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
121 bool ACC (RW, fire_on); /* Player should fire object, not move */
122 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
123 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
124 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
125
126 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
127 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
128 living ACC (RO, orig_stats); /* Permanent real stats of player */
129 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
130 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
131
132 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
133 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
134 object_ptr ACC (RW, golem); // the currently controlled golem
135 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
136
137 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
138 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
139 shstr ACC (RW, maplevel); /* On which level is the player? */
140 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
141
142 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
143 /* Note that for dragon players, this is filled in for them */
144 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
145
146 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
147 sint8 ACC (RW, levsp[11]); /* Same for sp */
148 sint8 ACC (RW, levgrace[11]); /* And same for grace */
149
150 char ACC (RW, killer)[64]; /* Who killed this player. */
151
152 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
153 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
154
155 partylist *ACC (RW, party); /* Party this player is part of */
156 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
157 /* but we will have to get password first */
158 /* so we have to remember which party to */
159 /* join */
160 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
161 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
162 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
163 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
164 object_ptr ACC (RW, mark); /* marked object */
165 /* Special DM fields */
166 tag_t *stack_items; /* Item stack for patch/dump/... commands */
167 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
168 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
169 /* the player can see. For maps smaller than */
170 /* MAP_CLIENT_.., the upper left is used */
171
172 shstr ACC (RW, invis_race); /* What race invisible to? */
173
174 MTH static player *create ();
175
176 static player *load_pl (object_thawer &thawer);
177 MTH static player *load_pl (const char *path);
178
179 bool save_pl (object_freezer &freezer);
180 MTH bool save_pl (const char *path);
181
182 void do_destroy ();
183 void gather_callbacks (AV *&callbacks, event_type event) const;
184
185 // wether the player can "see" this mapspace or not, decided by los
186 // 0 - nothing see, 100 - fully visible
187 MTH sint8 visibility_at (maptile *map, int x, int y) const;
188
189 MTH void connect (client *ns);
190 MTH void disconnect ();
191
192 MTH void activate ();
193 MTH void deactivate ();
194
195 MTH void chargen_race_done ();
196 MTH void chargen_race_next ();
197
198 MTH void set_observe (object *ob);
199
200 ~player ();
201
202 private:
203 void set_object (object *op);
204 player ();
205 };
206
207 typedef object_vector<player, &player::active> playervec;
208
209 extern playervec players;
210
211 #define for_all_players(var) \
212 for (unsigned _i = 0; _i < players.size (); ++_i) \
213 declvar (player *, var, players [_i])
214