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/cvs/deliantra/server/include/player.h
Revision: 1.99
Committed: Thu Nov 19 04:30:46 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.98: +2 -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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24 #ifndef PLAYER_H_
25 #define PLAYER_H_
26
27 //+GPL
28
29 enum bowtype_t
30 {
31 bow_normal = 0,
32 bow_threewide = 1,
33 bow_spreadshot = 2,
34 bow_n = 3, /* must stay at 3 */
35 bow_ne = 4,
36 bow_e = 5,
37 bow_se = 6,
38 bow_s = 7,
39 bow_sw = 8,
40 bow_w = 9,
41 bow_nw = 10, /* must stay at 10 */
42 bow_bestarrow = 11
43 };
44
45 enum petmode_t
46 {
47 pet_normal = 0,
48 pet_sad = 1,
49 pet_defend = 2,
50 pet_arena = 3,
51 };
52
53 enum usekeytype
54 {
55 key_inventory = 0,
56 keyrings = 1,
57 containers = 2,
58 };
59
60 /* This is used to control what to do when we need to unapply
61 * an object before we can apply another one.
62 */
63 enum unapplymode
64 {
65 unapply_nochoice = 0, /* Will unapply objects when there no choice to unapply */
66 unapply_never = 1, /* will not unapply objects automatically */
67 unapply_always = 2 /* Will unapply whatever is necessary - this goes beyond */
68 /* no choice - if there are multiple ojbect of the same type */
69 /* that need to be unapplied, there is no way for the player */
70 /* to control which of these will be unapplied. */
71 };
72
73 /* not really the player, but tied pretty closely */
74 INTERFACE_CLASS (partylist)
75 struct partylist
76 {
77 char *ACC (RW, partyleader);
78 char ACC (RW, passwd)[9];
79 partylist *ACC (RW, next);
80 char *ACC (RW, partyname);
81
82 struct party_kill
83 {
84 char killer[MAX_NAME + 1], dead[MAX_NAME + 1];
85 sint64 exp;
86 } party_kills[PARTY_KILL_LOG];
87
88 sint64 ACC (RW, total_exp);
89 uint32 ACC (RW, kills);
90 };
91
92 // used for pet monster logic etc.
93 static inline bool
94 same_party (partylist *a, partylist *b)
95 {
96 return a == b && a;
97 }
98
99 INTERFACE_CLASS (player)
100 struct player : zero_initialised, attachable
101 {
102 client *ACC (RO, ns); /* Socket information for this player, ALWAYS valid when a player is on a map */
103 object *ACC (RW, ob); /* The object representing the player, ALWAYS valid */
104 object_vector_index ACC (RO, active);
105
106 bowtype_t ACC (RW, bowtype); /* which firemode? */
107 petmode_t ACC (RW, petmode); /* which petmode? */
108 usekeytype ACC (RW, usekeys); /* Method for finding keys for doors */
109 unapplymode ACC (RW, unapply); /* Method for auto unapply */
110 uint32 ACC (RW, count); /* Any numbers typed before a command */
111 uint32 ACC (RW, mode); /* Mode of player for pickup. */
112
113 int ACC (RW, digestion); /* Any bonuses/penalties to digestion */
114 int ACC (RW, gen_hp); /* Bonuses to regeneration speed of hp */
115 int ACC (RW, gen_sp); /* Bonuses to regeneration speed of sp */
116 int ACC (RW, gen_sp_armour); /* Penalty to sp regen from armour */
117 int ACC (RW, gen_grace); /* Bonuses to regeneration speed of grace */
118 int ACC (RW, item_power); /* Total item power of objects equipped */
119 uint8 ACC (RW, gender); /* 0 male, 1 female, others not yet defined */
120 uint8 ACC (RW, hintmode); /* 0 full, 1 hint, 2 disable */
121
122 /* Try to put all the bitfields together - saves some small amount of memory */
123 bool ACC (RW, braced); /* Will not move if braced, only attack */
124 bool ACC (RW, tmp_invis); /* Will invis go away when we attack ? */
125 bool ACC (RW, do_los); /* If true, need to call update_los() in draw(), and clear */
126 bool ACC (RW, fire_on); /* Player should fire object, not move */
127 bool ACC (RW, run_on); /* Player should keep moving in dir until run is off */
128 bool ACC (RW, peaceful); /* If set, won't attack friendly creatures */
129 bool ACC (RW, hidden); /* If True, player (DM) is hidden from view */
130 bool ACC (RW, dirty); // set if player is dirty (not reliable yet!)
131
132 float ACC (RW, weapon_sp); /* Penalties to speed when fighting w speed >ws/10 */
133 float ACC (RW, weapon_sp_left); // same as speed_left, but for attacks
134 living ACC (RO, orig_stats); /* Permanent real stats of player */
135 object_ptr last_skill_ob[NUM_SKILLS]; /* the exp object */
136 object_ptr ACC (RW, last_used); /* Pointer to object last picked or applied */
137
138 object_ptr ACC (RW, combat_ob); // which weapon/bow/skill to use for direct attacks
139 object_ptr ACC (RW, ranged_ob); // which skill/item/spell to use for ranged attacks
140 object_ptr ACC (RW, golem); // the currently controlled golem
141 object_ptr ACC (RW, observe); // the object that is being observed (never 0)
142 object_ptr ACC (RW, viewpoint); // the object that is being viewed in the map (never 0)
143
144 sint16 ACC (RW, bed_x), ACC (RW, bed_y); /* x,y - coordinates of respawn (savebed) */
145 shstr ACC (RW, savebed_map); /* map where player will respawn after death */
146 shstr ACC (RW, maplevel); /* On which level is the player? */
147 char ACC (RW, spellparam)[MAX_BUF]; /* What param to add to spells */
148
149 char ACC (RW, own_title)[MAX_NAME]; /* Title the player has chosen for themself */
150 /* Note that for dragon players, this is filled in for them */
151 char ACC (RW, title)[64]; /* Default title, like fighter, wizard, etc */
152
153 sint8 ACC (RW, levhp[11]); /* What the player gained on that level */
154 sint8 ACC (RW, levsp[11]); /* Same for sp */
155 sint8 ACC (RW, levgrace[11]); /* And same for grace */
156
157 object_ptr ACC (RW, killer); /* Who last tried to kill this player (this object is usually destroyed) */
158
159 float speed_left_save; // spee doptimisation, see process_players[12]
160 char write_buf[MAX_BUF]; /* Holds arbitrary input from client */ /* should go */
161 char ACC (RW, password)[16]; /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 (safety) = 16 */
162
163 partylist *ACC (RW, party); /* Party this player is part of */
164 partylist *ACC (RW, party_to_join); /* used when player wants to join a party */
165 /* but we will have to get password first */
166 /* so we have to remember which party to */
167 /* join */
168 char ACC (RW, search_str)[256]; /* Item we are looking for */
169 sint16 ACC (RW, encumbrance); /* How much our player is encumbered */
170 uint16 ACC (RW, outputs_sync); /* How often to print, no matter what */
171 uint16 ACC (RW, outputs_count); /* Print if this count is exceeded */
172 object_ptr ACC (RW, mark); /* marked object */
173 /* Special DM fields */
174 tag_t *stack_items; /* Item stack for patch/dump/... commands */
175 int ACC (RW, stack_position); /* Current stack position, 0 for no item */
176 sint8 los[MAP_CLIENT_X][MAP_CLIENT_Y]; /* array showing what spaces */
177 /* the player can see. For maps smaller than */
178 /* MAP_CLIENT_.., the center is used */
179
180 //-GPL
181
182 // stats updates are very costly, so delay them if at all possible
183 bool ACC (RW, delayed_update);
184 void queue_stats_update ()
185 {
186 delayed_update = true;
187 }
188 void need_updated_stats ()
189 {
190 if (delayed_update)
191 ob->update_stats ();
192 }
193
194 // return the los value for the given coordinate
195 MTH sint8 blocked_los (int dx, int dy) const
196 {
197 dx += LOS_X0;
198 dy += LOS_Y0;
199
200 return 0 <= dx && dx < MAP_CLIENT_X
201 && 0 <= dy && dy < MAP_CLIENT_Y
202 ? los[dx][dy] : LOS_BLOCKED;
203 }
204
205 // unchecked variant
206 sint8 blocked_los_uc (int dx, int dy) const
207 {
208 return los[dx + LOS_X0][dy + LOS_Y0];
209 }
210
211 MTH void clear_los (sint8 value = LOS_BLOCKED);
212 MTH void update_los ();
213
214 shstr ACC (RW, invis_race); /* What race invisible to? */
215
216 MTH const char *killer_name () const; // makes a string out of ->killer
217
218 MTH static player *create ();
219 static player *find (const_utf8_string name);
220
221 static player *load_pl (object_thawer &thawer);
222 MTH static player *load_pl (object_thawer *thawer) { return load_pl (*thawer); }
223
224 MTH void link_skills ();
225 MTH object *find_skill (shstr_cmp name) const;
226
227 bool save_pl (object_freezer &freezer);
228 MTH bool save_pl (const char *path);
229
230 void do_destroy ();
231 void gather_callbacks (AV *&callbacks, event_type event) const;
232
233 MTH dynbuf_text *expand_cfpod (const char *cfpod) const;
234
235 MTH void touch () { dirty = true; } // need to touch when logged out and changed
236
237 MTH void play_sound (faceidx sound, int dx = 0, int dy = 0) const
238 {
239 if (ns)
240 ns->play_sound (sound, dx, dy);
241 }
242
243 // wether the player can "see" this mapspace or not, decided by los
244 // 0 - bright, 3 dark, 4 too dark, 100 blocked or out of range
245 MTH sint8 darkness_at (maptile *map, int x, int y) const;
246
247 MTH void connect (client *ns);
248 MTH void disconnect ();
249
250 MTH void activate ();
251 MTH void deactivate ();
252
253 MTH void chargen_race_done ();
254 MTH void chargen_race_next ();
255
256 MTH void set_observe (object_ornull *ob);
257 MTH void set_viewpoint (object_ornull *ob);
258
259 void send_msg (int color, const char *type, const char *msg)
260 {
261 ns->send_msg (color, type, msg);
262 }
263
264 // a prominent box that can easily be escaped away or so
265 // should be used for informative output such as who, maps etc.
266 // will stay on-screen
267 MTH void infobox (const char *title, const char *msg, int color = NDI_BLACK);
268
269 // a prominent msg that signifies some important event,
270 // an improvement potion effect potion. should not be long.
271 // might time out after a while
272 MTH void statusmsg (const char *msg, int color = NDI_BLACK);
273
274 // a prominent box that signifies some error such as a failed
275 // improvement potion. should not be long.
276 MTH void failmsg (const char *msg, int color = NDI_RED);
277
278 MTH void update_spells () const
279 {
280 if (ns)
281 ns->update_spells = true;
282 }
283
284 ~player ();
285
286 private:
287 void set_object (object *op);
288 player ();
289 };
290
291 typedef object_vector<player, &player::active> playervec;
292
293 extern playervec players;
294
295 #define for_all_players(var) \
296 for (unsigned _i = 0; _i < ::players.size (); ++_i) \
297 statementvar (player *, var, ::players [_i])
298
299 #define for_all_players_on_map(var,mapp) \
300 for_all_players(var) \
301 if ((var)->ob->map == (mapp))
302
303 inline void
304 object::statusmsg (const char *msg, int color)
305 {
306 if (expect_true (contr)) contr->statusmsg (msg, color);
307 }
308
309 inline void
310 object::failmsg (const char *msg, int color)
311 {
312 if (expect_true (contr)) contr->failmsg (msg, color);
313 }
314
315 #endif