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/cvs/deliantra/server/include/player.h
Revision: 1.8
Committed: Sun Aug 27 17:59:26 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +1 -1 lines
Log Message:
fixes, objects on maps get instantiated properly

File Contents

# Content
1 /*
2 * static char *rcsid_player_h =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #define NUM_OUTPUT_BUFS 5
30 typedef struct {
31 const char *buf; /* Actual string pointer */
32 uint32 first_update; /* First time this message was stored */
33 uint16 count; /* How many times we got this message */
34 } Output_Buf;
35
36
37 /* wand/rod/horn rolled into range_misc. They all use the same body location
38 * anyways.
39 */
40 enum rangetype {
41 range_bottom = -1,
42 range_none = 0,
43 range_bow = 1,
44 range_magic = 2,
45 range_misc = 3,
46 range_golem = 4,
47 range_skill = 5,
48 range_builder = 6,
49 range_size = 7
50 };
51
52 enum bowtype_t {
53 bow_normal = 0,
54 bow_threewide = 1,
55 bow_spreadshot = 2,
56 bow_n = 3, /* must stay at 3 */
57 bow_ne = 4,
58 bow_e = 5,
59 bow_se = 6,
60 bow_s = 7,
61 bow_sw = 8,
62 bow_w = 9,
63 bow_nw = 10, /* must stay at 10 */
64 bow_bestarrow = 11
65 };
66
67 typedef enum _petmode {
68 pet_normal = 0,
69 pet_sad = 1,
70 pet_defend = 2,
71 pet_arena = 3
72 } petmode_t;
73
74 typedef enum usekeytype {
75 key_inventory=0,
76 keyrings=1,
77 containers=2
78 } usekeytype;
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 typedef enum unapplymode {
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 } unapplymode;
91
92 /* not really the player, but tied pretty closely */
93 typedef struct party_struct {
94 char * partyleader;
95 char passwd[9];
96 struct party_struct *next;
97 char *partyname;
98
99 #ifdef PARTY_KILL_LOG
100 struct party_kill {
101 char killer[MAX_NAME+1],dead[MAX_NAME+1];
102 sint64 exp;
103 } party_kills[PARTY_KILL_LOG];
104 #endif
105 sint64 total_exp;
106 uint32 kills;
107 } partylist;
108
109 // memsettable part of player
110 struct player_memset
111 {
112 object *ob; /* The object representing the player */
113 mapstruct *loading; /* When entering a map in progress of loading, not really used */
114 rangetype shoottype; /* Which range-attack is being used by player */
115 bowtype_t bowtype; /* which firemode? */
116 petmode_t petmode; /* which petmode? */
117 object *ranges[range_size];/* object for each range. Set up in fix player. Note */
118 /* That not all are used, it is just nice to map this 1:1 */
119 /* With the range names */
120 uint32 golem_count; /* To track the golem */
121 usekeytype usekeys; /* Method for finding keys for doors */
122 unapplymode unapply; /* Method for auto unapply */
123 uint32 count; /* Any numbers typed before a command */
124 uint32 mode; /* Mode of player for pickup. */
125
126 sint8 digestion; /* Any bonuses/penalties to digestion */
127 sint8 gen_hp; /* Bonuses to regeneration speed of hp */
128 sint8 gen_sp; /* Bonuses to regeneration speed of sp */
129 sint8 gen_sp_armour; /* Penalty to sp regen from armour */
130 sint8 gen_grace; /* Bonuses to regeneration speed of grace */
131 sint16 item_power; /* Total item power of objects equipped */
132 uint8 state; /* Input state of the player (name, password, etc */
133 uint8 listening; /* Which priority will be used in info_all */
134 sint8 last_level; /* Last level we sent to client */
135
136 /* Try to put all the bitfields together - saves some small amount of memory */
137 uint32 braced:1; /* Will not move if braced, only attack */
138 uint32 tmp_invis:1; /* Will invis go away when we attack ? */
139 const char *invis_race; /* What race invisible to? */
140 uint32 do_los:1; /* If true, need to call update_los() in draw(), and clear */
141 uint32 fire_on:1; /* Player should fire object, not move */
142 uint32 run_on:1; /* Player should keep moving in dir until run is off */
143 uint32 has_hit:1; /* If set, weapon_sp instead of speed will count */
144 uint32 name_changed:1; /* If true, the player has set a name. */
145 uint32 peaceful:1; /* If set, won't attack friendly creatures */
146 uint32 hidden:1; /* If True, player (DM) is hidden from view */
147 uint32 explore:1; /* if True, player is in explore mode */
148 uint32 no_shout:1; /* if True, player is *not* able to use shout command */
149
150 object *last_skill_ob[NUM_SKILLS]; /* the exp object */
151 sint64 last_skill_exp[NUM_SKILLS]; /* shadow register. if != exp. obj update client */
152
153 float weapon_sp; /* Penalties to speed when fighting w speed >ws/10*/
154 float last_weapon_sp; /* if diff than weapon_sp, update client */
155 uint16 last_flags; /* fire/run on flags for last tick */
156 sint32 last_weight; /* Last weight as sent to client; -1 means do not send weight */
157 sint32 last_weight_limit; /* Last weight limit transmitted to client */
158 uint32 last_path_attuned; /* Last spell attunment sent to client */
159 uint32 last_path_repelled; /* Last spell repelled sent to client */
160 uint32 last_path_denied; /* Last spell denied sent to client */
161 living orig_stats; /* Permanent real stats of player */
162 living last_stats; /* Last stats as sent to client */
163 float last_speed; /* Last speed as sent to client */
164 sint16 last_resist[NROFATTACKS]; /* last resist values sent to client */
165 int Swap_First; /* First stat player has selected to swap */
166 object *last_used; /* Pointer to object last picked or applied */
167 uint32 last_used_id; /* Safety measures to be sure it's the same */
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 sint16 bed_x, bed_y; /* x,y - coordinates of respawn (savebed) */
173 char savebed_map[MAX_BUF]; /* map where player will respawn after death */
174 char maplevel[MAX_BUF]; /* On which level is the player? */
175 char spellparam[MAX_BUF]; /* What param to add to spells */
176
177 char own_title[MAX_NAME]; /* Title the player has chosen for themself */
178 /* Note that for dragon players, this is filled in for them */
179 char title[BIG_NAME]; /* Default title, like fighter, wizard, etc */
180
181 sint8 levhp[11]; /* What the player gained on that level */
182 sint8 levsp[11]; /* Same for sp */
183 sint8 levgrace[11]; /* And same for grace */
184
185 char killer[BIG_NAME]; /* Who killed this player. */
186 char last_tell[MAX_NAME]; /* last player that told you something [mids 01/14/2002] */
187
188 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */
189 char input_buf[MAX_BUF]; /* Holds command to run */
190 char password[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
191
192 #ifdef SAVE_INTERVAL
193 time_t last_save_time;
194 #endif /* SAVE_INTERVAL */
195 #ifdef AUTOSAVE
196 uint32 last_save_tick;
197 #endif
198 partylist *party; /* Party this player is part of */
199 partylist *party_to_join; /* used when player wants to join a party */
200 /* but we will have to get password first */
201 /* so we have to remember which party to */
202 /* join */
203 char search_str[MAX_BUF]; /* Item we are looking for */
204 sint16 encumbrance; /* How much our player is encumbered */
205 Output_Buf outputs[NUM_OUTPUT_BUFS]; /* holds output strings to client */
206 uint16 outputs_sync; /* How often to print, no matter what */
207 uint16 outputs_count; /* Print if this count is exceeded */
208 object *mark; /* marked object */
209 uint32 mark_count; /* count of mark object */
210 object *transport; /* transport the player is in */
211 /* Special DM fields */
212 tag_t* stack_items; /* Item stack for patch/dump/... commands */
213 int stack_position; /* Current stack position, 0 for no item */
214 };
215
216 typedef struct pl : player_memset, attachable<struct pl>
217 {
218 static data_type get_dt () { return DT_PLAYER; }
219
220 struct pl *next; /* Pointer to next player, NULL if this is last */
221 NewSocket socket; /* Socket information for this player */
222 } player;
223