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/cvs/deliantra/server/include/player.h
Revision: 1.82
Committed: Mon Sep 8 11:27:25 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_71
Changes since 1.81: +4 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 enum bowtype_t
25 {
26 bow_normal = 0,
27 bow_threewide = 1,
28 bow_spreadshot = 2,
29 bow_n = 3, /* must stay at 3 */
30 bow_ne = 4,
31 bow_e = 5,
32 bow_se = 6,
33 bow_s = 7,
34 bow_sw = 8,
35 bow_w = 9,
36 bow_nw = 10, /* must stay at 10 */
37 bow_bestarrow = 11
38 };
39
40 enum petmode_t
41 {
42 pet_normal = 0,
43 pet_sad = 1,
44 pet_defend = 2,
45 pet_arena = 3,
46 };
47
48 enum usekeytype
49 {
50 key_inventory = 0,
51 keyrings = 1,
52 containers = 2,
53 };
54
55 /* This is used to control what to do when we need to unapply
56 * an object before we can apply another one.
57 */
58 enum unapplymode
59 {
60 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
61 unapply_never = 1, /* will not unapply objects automatically */
62 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
63 /* no choice - if there are multiple ojbect of the same type */
64 /* that need to be unapplied, there is no way for the player */
65 /* to control which of these will be unapplied. */
66 };
67
68 /* not really the player, but tied pretty closely */
69 INTERFACE_CLASS (partylist)
70 struct partylist
71 {
72 char *ACC (RW, partyleader);
73 char ACC (RW, passwd)[9];
74 partylist *ACC (RW, next);
75 char *ACC (RW, partyname);
76
77 struct party_kill
78 {
79 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
80 sint64 exp;
81 } party_kills[PARTY_KILL_LOG];
82
83 sint64 ACC (RW, total_exp);
84 uint32 ACC (RW, kills);
85 };
86
87 // used for pet monster logic etc.
88 static bool
89 same_party (partylist *a, partylist *b)
90 {
91 return a == b && a;
92 }
93
94 INTERFACE_CLASS (player)
95 struct player : zero_initialised, attachable
96 {
97 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
98 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
99 object_vector_index ACC (RO, active);
100
101 bowtype_t ACC (RW, bowtype); /* which firemode? */
102 petmode_t ACC (RW, petmode); /* which petmode? */
103 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
104 unapplymode ACC (RW, unapply); /* Method for auto unapply */
105 uint32 ACC (RW, count); /* Any numbers typed before a command */
106 uint32 ACC (RW, mode); /* Mode of player for pickup. */
107
108 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
109 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
110 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
111 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
112 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
113 int ACC (RW, item_power); /* Total item power of objects equipped */
114 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
115 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
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 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
126
127 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
128 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
129 living ACC (RO, orig_stats); /* Permanent real stats of player */
130 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
131 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
132
133 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
134 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
135 object_ptr ACC (RW, golem); // the currently controlled golem
136 object_ptr ACC (RW, observe); // the object that is being observed (or 0)
137
138 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
139 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
140 shstr ACC (RW, maplevel); /* On which level is the player? */
141 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
142
143 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
144 /* Note that for dragon players, this is filled in for them */
145 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
146
147 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
148 sint8 ACC (RW, levsp[11]); /* Same for sp */
149 sint8 ACC (RW, levgrace[11]); /* And same for grace */
150
151 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
152
153 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
154 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
155
156 partylist *ACC (RW, party); /* Party this player is part of */
157 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
158 /* but we will have to get password first */
159 /* so we have to remember which party to */
160 /* join */
161 char ACC (RW, search_str)[MAX_BUF]; /* Item we are looking for */
162 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
163 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
164 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
165 object_ptr ACC (RW, mark); /* marked object */
166 /* Special DM fields */
167 tag_t *stack_items; /* Item stack for patch/dump/... commands */
168 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
169 sint8 blocked_los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
170 /* the player can see. For maps smaller than */
171 /* MAP_CLIENT_.., the upper left is used */
172
173 shstr ACC (RW, invis_race); /* What race invisible to? */
174
175 MTH const char *killer_name () const; // makes a string out of ->killer
176
177 MTH static player *create ();
178 static player *find (const_utf8_string name);
179
180 static player *load_pl (object_thawer &thawer);
181 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
182
183 bool save_pl (object_freezer &freezer);
184 MTH bool save_pl (const char *path);
185
186 void do_destroy ();
187 void gather_callbacks (AV *&callbacks, event_type event) const;
188
189 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
190
191 MTH void touch () { dirty = true; } // need to touch when logged out and changed
192
193 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
194 {
195 if (ns)
196 ns->play_sound (sound, dx, dy);
197 }
198
199 // wether the player can "see" this mapspace or not, decided by los
200 // 0 - nothing see, 100 - fully visible
201 MTH sint8 visibility_at (maptile *map, int x, int y) const;
202
203 MTH void connect (client *ns);
204 MTH void disconnect ();
205
206 MTH void activate ();
207 MTH void deactivate ();
208
209 MTH void chargen_race_done ();
210 MTH void chargen_race_next ();
211
212 MTH void set_observe (object_ornull *ob);
213
214 void send_msg (int color, const char *type, const char *msg)
215 {
216 ns->send_msg (color, type, msg);
217 }
218
219 // a prominent box that can easily be escaped away or so
220 // should be used for informative output such as who, maps etc.
221 // will stay on-screen
222 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
223
224 // a prominent msg that signifies some important event,
225 // an improvement potion effect potion. should not be long.
226 // might time out after a while
227 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
228
229 // a prominent box that signifies some error such as a failed
230 // improvement potion. should not be long.
231 MTH void failmsg (const char *msg, int color = NDI_RED);
232
233 ~player ();
234
235 private:
236 void set_object (object *op);
237 player ();
238 };
239
240 typedef object_vector<player, &player::active> playervec;
241
242 extern playervec players;
243
244 #define for_all_players(var) \
245 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
246 statementvar (player *, var, ::players [_i])
247
248 inline void
249 object::statusmsg (const char *msg, int color)
250 {
251 if (expect_true (contr)) contr->statusmsg (msg, color);
252 }
253
254 inline void
255 object::failmsg (const char *msg, int color)
256 {
257 if (expect_true (contr)) contr->failmsg (msg, color);
258 }