Crossfire Server, Trunk  R20513
Macros | Functions
player.c File Reference

Player-related functions, including those used during the login and creation phases. More...

#include "global.h"
#include <assert.h>
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <pwd.h>
#include "living.h"
#include "object.h"
#include "shared/newclient.h"
#include "shop.h"
#include "skills.h"
#include "sounds.h"
#include "spells.h"
#include "sproto.h"
Include dependency graph for player.c:

Go to the source code of this file.

Macros

#define DETOUR_AMOUNT   2
 This value basically determines how large a detour a monster will take from the direction path when looking for a path to the player. More...
 
#define MAX_SPACES   50
 This is used to prevent infinite loops. More...
 

Functions

static int action_makes_visible (object *op)
 We call this when there is a possibility for our action disturbing our hiding place or invisibility spell. More...
 
playeradd_player (socket_struct *ns, int flags)
 Tries to add player on the connection passwd in ns. More...
 
int apply_race_and_class (object *op, archetype *race, archetype *opclass, living *stats)
 This is somewhat like key_change_class() above, except we know the race to change to, but we still basically need to do the same work (apply bonuses, update archetype, etc.) More...
 
void cast_dust (object *op, object *throw_ob, int dir)
 Handles op throwing objects of type 'DUST'. More...
 
int check_pick (object *op)
 Sees if there is stuff to be picked up/picks up stuff, for players only. More...
 
int check_race_and_class (living *stats, archetype *race, archetype *opclass)
 This checks to see if the race and class are legal. More...
 
void confirm_password (object *op)
 Ask the player to confirm her password during creation. More...
 
void display_motd (const object *op)
 Sends the message of the day to the player. More...
 
void do_hidden_move (object *op)
 For hidden creatures - a chance of becoming 'unhidden' every time they move - as we subtract off 'invisibility' AND, for players, if they move into a ridiculously unhideable spot (surrounded by clear terrain in broad daylight). More...
 
void do_some_living (object *op)
 Regenerate hp/sp/gr, decreases food. More...
 
void dragon_ability_gain (object *who, int atnr, int level)
 When a dragon-player gains a new stage of evolution, he gets some treasure. More...
 
static objectfind_arrow (object *op, const char *type)
 Find an arrow in the inventory and after that in the right type container (quiver). More...
 
static objectfind_better_arrow (object *op, object *target, const char *type, int *better)
 Similar to find_arrow(), but looks for (roughly) the best arrow to use against the target. More...
 
objectfind_key (object *pl, object *container, object *door)
 We try to find a key for the door as passed. More...
 
playerfind_player (const char *plname)
 Find a player by her full name. More...
 
playerfind_player_options (const char *plname, int options, const mapstruct *map)
 Find a player. More...
 
playerfind_player_partial_name (const char *plname)
 Find a player by a partial name. More...
 
playerfind_player_socket (const socket_struct *ns)
 Return a player for a socket structure. More...
 
void fire (object *op, int dir)
 Received a fire command for the player - go and do it. More...
 
int fire_bow (object *op, object *arrow, int dir, int wc_mod, int16_t sx, int16_t sy)
 Creature (monster or player) fires a bow. More...
 
static void fire_misc_object (object *op, int dir)
 Fires a misc (wand/rod/horn) object in 'dir'. More...
 
void fix_luck (void)
 Fixes luck of players, slowly move it towards 0. More...
 
void fix_weight (void)
 Check recursively the weight of all players, and fix what needs to be fixed. More...
 
static void flee_player (object *op)
 The player is scared, and should flee. More...
 
void get_name (object *op)
 Waiting for the player's name. More...
 
objectget_nearest_player (object *mon)
 Finds the nearest visible player for some object. More...
 
int get_party_password (object *op, partylist *party)
 Ask the player for the password of the party she wants to join. More...
 
void get_password (object *op)
 Waiting for the player's password. More...
 
playerget_player (player *p)
 Create a player's object, initialize a player's structure. More...
 
static archetypeget_player_archetype (archetype *at)
 Get next player archetype from archetype list. More...
 
void give_initial_items (object *pl, treasurelist *items)
 Gives a new player her initial items. More...
 
static const char * gravestone_text (object *op, char *buf2, int len)
 Create a text for a player's gravestone. More...
 
int handle_newcs_player (object *op)
 Handles commands the player can send us, and various checks on invisibility, golem and such. More...
 
int hideability (object *ob)
 Look at the surrounding terrain to determine the hideability of this object. More...
 
int is_true_undead (object *op)
 Is the object a true undead? More...
 
void key_change_class (object *op, char key)
 This function takes the key that is passed, and does the appropriate action with it (change race, or other things). More...
 
void key_confirm_quit (object *op, char key)
 We receive the reply to the 'quit confirmation' message. More...
 
void key_roll_stat (object *op, char key)
 Player is currently swapping stats. More...
 
void kill_player (object *op, const object *killer)
 Handle a player's death. More...
 
static void kill_player_not_permadeath (object *op)
 Kills a player in non-permadeath mode. More...
 
static void kill_player_permadeath (object *op)
 Kills a player in permadeath mode. More...
 
static void loot_object (object *op)
 Grab and destroy some treasure. More...
 
void make_visible (object *op)
 Makes an object visible again. More...
 
int move_player (object *op, int dir)
 Player gave us a direction, check whether to move or fire. More...
 
void move_player_attack (object *op, int dir)
 The player is also actually going to try and move (not fire weapons). More...
 
int op_on_battleground (object *op, int *x, int *y, archetype **trophy)
 Check if the given object (usually a player) is standing on a battleground tile. More...
 
int path_to_player (object *mon, object *pl, unsigned mindiff)
 Returns the direction to the player, if valid. More...
 
static objectpick_arrow_target (object *op, const char *type, int dir)
 Looks in a given direction, finds the first valid target, and calls find_better_arrow() to find a decent arrow to use. More...
 
void play_again (object *op)
 Ask the player whether to play again or disconnect. More...
 
static int player_attack_door (object *op, object *door)
 Player is "attacking" a door. More...
 
int player_can_view (object *pl, object *op)
 Check the player los field for viewability of the object op. More...
 
static int player_fire_bow (object *op, int dir)
 Special fire code for players - this takes into account the special fire modes players can have but monsters can't. More...
 
void player_set_state (player *pl, uint8_t state)
 Set the player's state to the specified one. More...
 
void player_unready_range_ob (player *pl, object *ob)
 Unready an object for a player. More...
 
int playername_ok (const char *cp)
 Is the player name valid. More...
 
void receive_play_again (object *op, char key)
 Player replied to play again / disconnect. More...
 
void remove_unpaid_objects (object *op, object *env, int free_items)
 This goes throws the inventory and removes unpaid objects, and puts them back in the map (location and map determined by values of env) or frees them. More...
 
void roll_again (object *op)
 Ask the player what to do with the statistics. More...
 
int roll_stat (void)
 This rolls four 1-6 rolls and sums the best 3 of the 4. More...
 
void roll_stats (object *op)
 Roll the initial player's statistics. More...
 
static int save_life (object *op)
 Can the player be saved by an item? More...
 
void send_news (const object *op)
 Send the news to a player. More...
 
void send_rules (const object *op)
 Send the rules to a player. More...
 
void set_first_map (object *op)
 This loads the first map an puts the player on it. More...
 
static void set_player_socket (player *p, socket_struct *ns)
 This copies the data from the socket into the player structure. More...
 
static int similar_direction (int a, int b)
 Is direction a similar to direction b? Find out in this exciting function below. More...
 
int stand_near_hostile (object *who)
 Determine if who is standing near a hostile creature. More...
 
static void swap_stat (object *op, int swap_second)
 Player finishes selecting what stats to swap. More...
 
static int turn_one_transport (object *transport, object *captain, int dir)
 Turn a transport to an adjacent direction (+1 or -1), updating the move_type flags in the same process. More...
 
static int turn_transport (object *transport, object *captain, int dir)
 Try to turn a transport in the desired direction. More...
 
static void update_transport_block (object *transport, int dir)
 Update the move_type of a transport based on the direction. More...
 

Detailed Description

Player-related functions, including those used during the login and creation phases.

Todo:
describe login/creation functions/cycles.

Definition in file player.c.

Macro Definition Documentation

#define DETOUR_AMOUNT   2

This value basically determines how large a detour a monster will take from the direction path when looking for a path to the player.

The values are in the amount of direction the deviation is.

I believe this can safely go to 2, 3 is questionable, 4 will likely result in a monster paths backtracking.

Definition at line 581 of file player.c.

Referenced by path_to_player().

#define MAX_SPACES   50

This is used to prevent infinite loops.

Consider a case where the player is in a chamber (with gate closed), and monsters are outside. with DETOUR_AMOUNT==2, the function will turn each corner, trying to find a path into the chamber. This is a good thing, but since there is no real path, it will just keep circling the chamber for ever (this could be a nice effect for monsters, but not for the function to get stuck in. I think for the monsters, if max is reached and we return the first direction the creature could move would result in the circling behaviour. Unfortunately, this function is also used to determined if the creature should cast a spell, so returning a direction in that case is probably not a good thing.

Definition at line 596 of file player.c.

Referenced by path_to_player().

Function Documentation

static int action_makes_visible ( object op)
static

We call this when there is a possibility for our action disturbing our hiding place or invisibility spell.

Artefact invisibility is not effected by this. If we aren't invisible to begin with, we return 0.

This routine works for both players and monsters.

Parameters
opobject to check.
Returns
1 if op isn't invisible anymore, 0 else.

Definition at line 4185 of file player.c.

References obj::contr, draw_ext_info_format(), FLAG_ALIVE, FLAG_MAKE_INVIS, obj::hide, obj::invisible, MSG_SUBTYPE_NONE, MSG_TYPE_MISC, NDI_UNIQUE, QUERY_FLAG, and pl::tmp_invis.

Referenced by fire(), move_player_attack(), and player_attack_door().

Here is the call graph for this function:

Here is the caller graph for this function:

player* add_player ( socket_struct ns,
int  flags 
)

Tries to add player on the connection passwd in ns.

Player object is created and put on the first map, rules/news/motd are sent.

Parameters
nsconnection.
flagsflag values are define in player.h: ADD_PLAYER_NEW - If set, go right to new character creation - used in case of new account code. We don't display motd and other bits in this case either. ADD_PLAYER_NO_MAP - Do not set up map information - used in character login method >2 where we do not use the same starting map.
Returns
player returns pointer to newly created player structure.

Definition at line 453 of file player.c.

References add_friendly_object(), ADD_PLAYER_NEW, ADD_PLAYER_NO_MAP, ADD_PLAYER_NO_STATS_ROLL, CLEAR_FLAG, display_motd(), FLAG_FRIENDLY, get_name(), get_player(), pl::ob, player_set_state(), roll_again(), send_news(), send_rules(), set_first_map(), set_player_socket(), and ST_ROLL_STAT.

Referenced by add_me_cmd(), and create_player_cmd().

Here is the call graph for this function:

Here is the caller graph for this function:

int apply_race_and_class ( object op,
archetype race,
archetype opclass,
living stats 
)

This is somewhat like key_change_class() above, except we know the race to change to, but we still basically need to do the same work (apply bonuses, update archetype, etc.)

Parameters
opPlayer object
racerace to use - caller should do sanity checking that this is a valid race.
opclassclass to use - like race, caller should do sanity checking.
statsIf set, use these stats for the character, do not apply new ones. Note: It is required that the caller only use valid stat values (generated by check_race_and_class() for example), as this function will not do checking on the stats.
Returns
0 on success, non zero on failure (may be extended with unique error codes). It is the responsibility of the caller to notify the client of this failure.

Definition at line 1450 of file player.c.

References AC_PLAYER_STAT_NO_CHANGE, add_statbonus(), add_string(), allowed_class(), apply_changes_to_player(), obj::arch, obj::carrying, CLEAR_FLAG, archt::clone, obj::contr, create_treasure(), esrv_new_player(), esrv_send_inventory(), esrv_update_item(), EVENT_BORN, EVENT_LOGIN, execute_global_event(), find_treasurelist(), fix_object(), FLAG_WIZ, free_string(), get_attr_value(), give_initial_items(), liv::grace, socket_struct::host, liv::hp, obj::inv, link_player_skills(), Settings::localdir, make_path_to_file(), MAX_BUF, liv::maxhp, liv::maxsp, obj::name, obj::name_pl, NUM_STATS, object_copy(), object_free2(), object_remove(), object_set_msg(), object_update(), pl::orig_stats, Settings::playerdir, pticks, obj::randomitems, SET_ANIMATION, set_attr_value(), settings, snprintf, pl::socket, liv::sp, obj::stats, pl::title, UP_OBJ_FACE, UPD_FACE, and obj::weight.

Referenced by create_player_cmd().

Here is the call graph for this function:

Here is the caller graph for this function:

void cast_dust ( object op,
object throw_ob,
int  dir 
)

Handles op throwing objects of type 'DUST'.

This is much simpler in the new spell code - we basically just treat this as any other spell casting object.

Parameters
opobject throwing.
throw_obwhat to throw.
dirdirection to throw into.

Definition at line 3912 of file player.c.

References cast_spell(), draw_ext_info_format(), find_skill_by_name(), FLAG_REMOVED, obj::inv, llevError, LOG(), MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, obj::name, NDI_UNIQUE, object_free_drop_inventory(), object_remove(), PLAYER, POTION, QUERY_FLAG, obj::skill, and obj::type.

Referenced by do_throw().

Here is the call graph for this function:

Here is the caller graph for this function:

int check_pick ( object op)
int check_race_and_class ( living stats,
archetype race,
archetype opclass 
)

This checks to see if the race and class are legal.

Legal in this contexts means that after apply the race/class stat modifiers, the race is still in legal range.

Parameters
statsThe statistics to modify - this data is modified, so the caller can use it on the next update.
raceThe race to try and apply. It can be NULL, in which case no race will be applied.
opclassThe class to apply. It can be NULL, in which case no class will be applied.
Returns
0 on success, 1 on failure. Note that no distinction is made on whether the failure is from race or class, as it is the final statistics which are important. For example, if race is -2 Str, and class is +2 Str, if the starting strength is 1, that is still legal (as final result is 1)

Definition at line 1400 of file player.c.

References archt::clone, get_attr_value(), Settings::max_stat, MIN_STAT, NUM_STATS, set_attr_value(), settings, and obj::stats.

Referenced by create_player_cmd().

Here is the call graph for this function:

Here is the caller graph for this function:

void confirm_password ( object op)

Ask the player to confirm her password during creation.

Parameters
opplayer.

Definition at line 980 of file player.c.

References obj::contr, CS_QUERY_HIDEINPUT, player_set_state(), send_query(), pl::socket, ST_CONFIRM_PASSWORD, and pl::write_buf.

Referenced by check_login().

Here is the call graph for this function:

Here is the caller graph for this function:

void display_motd ( const object op)

Sends the message of the day to the player.

Parameters
opplayer to send to.

Definition at line 134 of file player.c.

References Settings::confdir, draw_ext_info(), HUGE_BUF, MAX_BUF, Settings::motd, MSG_SUBTYPE_NONE, MSG_TYPE_MOTD, NDI_GREEN, NDI_UNIQUE, safe_strcat(), settings, and snprintf.

Referenced by add_player(), command_motd(), and receive_player_password().

Here is the call graph for this function:

Here is the caller graph for this function:

void do_hidden_move ( object op)

For hidden creatures - a chance of becoming 'unhidden' every time they move - as we subtract off 'invisibility' AND, for players, if they move into a ridiculously unhideable spot (surrounded by clear terrain in broad daylight).

-b.t.

Parameters
opobject moving.

Definition at line 4025 of file player.c.

References calc_skill_exp(), change_exp(), obj::contr, mapdef::difficulty, draw_ext_info(), hide(), hideability(), obj::invisible, obj::level, make_visible(), obj::map, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE, NDI_UNIQUE, object_find_by_type_subtype(), PLAYER, PREFER_LOW, random_roll(), pl::run_on, SK_HIDING, SKILL, obj::skill, and obj::type.

Referenced by monster_move(), and move_player().

Here is the call graph for this function:

Here is the caller graph for this function:

void do_some_living ( object op)

Regenerate hp/sp/gr, decreases food.

This only works for players. Will grab food if needed, or kill player.

Parameters
opplayer to regenerate for.

Definition at line 3286 of file player.c.

References obj::contr, liv::food, pl::gen_hp, pl::gen_sp, liv::maxhp, liv::maxsp, ST_PLAYING, pl::state, and obj::stats.

Referenced by command_possess(), monsterFight(), and process_players1().

Here is the caller graph for this function:

void dragon_ability_gain ( object who,
int  atnr,
int  level 
)
static object* find_arrow ( object op,
const char *  type 
)
static

Find an arrow in the inventory and after that in the right type container (quiver).

Pointer to the found object is returned.

Parameters
opobject to find arrow for.
typewhat arrow race to search for.
Returns
suitable arrow, NULL if none found.

Definition at line 2002 of file player.c.

References ARROW, CONTAINER, FLAG_APPLIED, FOR_INV_FINISH, FOR_INV_PREPARE, QUERY_FLAG, and obj::type.

Referenced by find_better_arrow(), fire_bow(), and pick_arrow_target().

Here is the caller graph for this function:

static object* find_better_arrow ( object op,
object target,
const char *  type,
int *  better 
)
static

Similar to find_arrow(), but looks for (roughly) the best arrow to use against the target.

A full test is not performed, simply a basic test of resistances. The archer is making a quick guess at what he sees down the hall. Failing that it does it's best to pick the highest plus arrow.

Parameters
opwho to search arrows for.
targetwhat op is aiming at.
typearrow race to search for.
[out]betterwill contain the arrow's value if not NULL.
Returns
suitable arrow, NULL if none found.

Definition at line 2034 of file player.c.

References obj::arch, ARROW, AT_DEATH, archt::clone, CONTAINER, find_arrow(), FLAG_APPLIED, FOR_INV_FINISH, FOR_INV_PREPARE, obj::magic, NROFATTACKS, QUERY_FLAG, obj::race, and obj::resist.

Referenced by pick_arrow_target().

Here is the call graph for this function:

Here is the caller graph for this function:

object* find_key ( object pl,
object container,
object door 
)

We try to find a key for the door as passed.

If we find a key and player can use it (based on the usekeys settings), we return the key, otherwise NULL.

This function merges both normal and locked door, since the logic for both is the same - just the specific key is different.

This function can be called recursively to search containers.

Parameters
plplayer.
containerinventory to searched for keys.
doordoor we are trying to match against.
Returns
key to use, NULL if none found or usekeys mode doesn't let reach the key.
Todo:
document use key modes.

Definition at line 2538 of file player.c.

References CONTAINER, obj::contr, DOOR, draw_ext_info_format(), FLAG_APPLIED, FOR_INV_FINISH, FOR_INV_PREPARE, obj::inv, KEY, key_inventory, keyrings, MAX_BUF, MSG_TYPE_ITEM, MSG_TYPE_ITEM_INFO, NDI_BROWN, NDI_UNIQUE, object_find_by_type(), object_find_by_type_and_slaying(), QUERY_FLAG, query_name(), obj::race, obj::slaying, SPECIAL_KEY, obj::type, and pl::usekeys.

Referenced by apply_container(), and player_attack_door().

Here is the call graph for this function:

Here is the caller graph for this function:

player* find_player ( const char *  plname)

Find a player by her full name.

Parameters
plnamename to find.
Returns
matching player, or NULL if no match.

Definition at line 54 of file player.c.

References find_player_options().

Referenced by command_reply(), and list_players().

Here is the call graph for this function:

Here is the caller graph for this function:

player* find_player_options ( const char *  plname,
int  options,
const mapstruct map 
)

Find a player.

Parameters
plnamename of the player to search for. Can be partial.
optionscombination of FIND_PLAYER_xxx flags.
mapoptional map the player must be on (adjacent maps are ok too).
Returns
matching player, NULL if none or more than one.

Definition at line 65 of file player.c.

References obj::contr, FIND_PLAYER_NO_HIDDEN_DM, FIND_PLAYER_PARTIAL_NAME, first_player, FLAG_WIZ, pl::hidden, obj::map, MAX_BUF, obj::name, pl::next, pl::ob, QUERY_FLAG, query_name(), and strncasecmp().

Referenced by basic_emote(), find_player(), and find_player_partial_name().

Here is the call graph for this function:

Here is the caller graph for this function:

player* find_player_partial_name ( const char *  plname)

Find a player by a partial name.

Parameters
plnamename to match.
Returns
matching player if only one matching, or one perfectly matching, NULL if no match or more than one.

Definition at line 109 of file player.c.

References find_player_options(), and FIND_PLAYER_PARTIAL_NAME.

Referenced by cfapi_player_find(), command_follow(), command_quest(), command_stats(), command_teleport(), do_tell(), and process_players1().

Here is the call graph for this function:

Here is the caller graph for this function:

player* find_player_socket ( const socket_struct ns)

Return a player for a socket structure.

Parameters
nssocket to search for.
Returns
NULL if no player, player else.

Definition at line 118 of file player.c.

References first_player, pl::next, and pl::socket.

Referenced by add_me_cmd(), and set_up_cmd().

Here is the caller graph for this function:

void fire ( object op,
int  dir 
)

Received a fire command for the player - go and do it.

Parameters
opplayer.
dirdirection to fire into.

Definition at line 2466 of file player.c.

References action_makes_visible(), apply_map_builder(), cast_spell(), obj::chosen_skill, obj::contr, obj::count, do_skill(), draw_ext_info(), fire_misc_object(), pl::golem_count, make_visible(), MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, NDI_UNIQUE, pets_control_golem(), PLAYER, player_fire_bow(), range_bow, range_builder, range_golem, range_magic, range_misc, range_none, range_skill, pl::ranges, pl::shoottype, pl::spellparam, and obj::type.

Referenced by command_stay(), and move_player().

Here is the call graph for this function:

Here is the caller graph for this function:

int fire_bow ( object op,
object arrow,
int  dir,
int  wc_mod,
int16_t  sx,
int16_t  sy 
)

Creature (monster or player) fires a bow.

Parameters
opobject firing the bow.
arrowobject to fire.
dirdirection of fire.
wc_modany special modifier to give (used in special player fire modes)
sx
sycoordinates to fire arrow from - also used in some of the special player fire modes.
Returns
1 if bow was actually fired, 0 otherwise.
Todo:
describe player firing modes.

Definition at line 2173 of file player.c.

References add_refcount(), add_string(), obj::anim_suffix, apply_anim_suffix(), AT_PHYSICAL, obj::attacktype, BOW, bow_bestarrow, pl::bowtype, obj::chosen_skill, CLEAR_FLAG, obj::contr, obj::count, liv::dam, liv::Dex, obj::direction, draw_ext_info(), draw_ext_info_format(), FABS, find_arrow(), fix_object(), FLAG_NO_STRENGTH, FLAG_READY_BOW, free_string(), get_dam_bonus(), get_dex_bonus(), get_map_flags(), GET_MAP_MOVE_BLOCK, get_thaco_bonus(), liv::grace, liv::hp, obj::level, llevError, LOG(), obj::magic, obj::map, MOVE_FLY_LOW, obj::move_on, obj::move_type, MOVE_WALK, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, obj::name, NDI_UNIQUE, obj::nrof, ob_process(), object_find_by_type(), object_free_drop_inventory(), object_insert_in_map_at(), object_remove(), object_set_owner(), object_split(), object_update_speed(), object_update_turn_face(), object_was_destroyed, P_OUT_OF_MAP, play_sound_map(), PLAYER, QUERY_FLAG, obj::race, range_bow, pl::ranges, obj::skill, obj::slaying, SOUND_TYPE_ITEM, liv::sp, obj::speed, obj::speed_left, obj::spellarg, obj::stats, liv::Str, strdup_local, obj::type, and liv::wc.

Referenced by monster_use_bow(), and player_fire_bow().

Here is the call graph for this function:

Here is the caller graph for this function:

static void fire_misc_object ( object op,
int  dir 
)
static

Fires a misc (wand/rod/horn) object in 'dir'.

Broken apart from 'fire' to keep it more readable.

Parameters
opplayer firing.
dirfiring direction.
Warning
op must be a player (contr != NULL).

Definition at line 2414 of file player.c.

References cast_spell(), obj::contr, drain_rod_charge(), drain_wand_charge(), draw_ext_info(), draw_ext_info_format(), FLAG_BEEN_APPLIED, liv::food, liv::hp, obj::inv, llevError, LOG(), MAX_BUF, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, MSG_TYPE_COMMAND_FAILURE, obj::name, NDI_UNIQUE, play_sound_player_only(), query_base_name(), range_misc, pl::ranges, ROD, SET_FLAG, SOUND_TYPE_ITEM, SP_level_spellpoint_cost(), SPELL_HIGHEST, obj::stats, obj::type, and WAND.

Referenced by fire().

Here is the call graph for this function:

Here is the caller graph for this function:

void fix_luck ( void  )

Fixes luck of players, slowly move it towards 0.

Definition at line 3891 of file player.c.

References change_luck(), obj::contr, first_player, pl::next, pl::ob, and pl::state.

Referenced by do_specials().

Here is the call graph for this function:

Here is the caller graph for this function:

void fix_weight ( void  )

Check recursively the weight of all players, and fix what needs to be fixed.

Refresh windows and fix speed if anything was changed.

Todo:
is this still useful?

Definition at line 3875 of file player.c.

References obj::carrying, first_player, fix_object(), llevDebug, LOG(), obj::name, pl::next, pl::ob, and object_sum_weight().

Referenced by do_specials().

Here is the call graph for this function:

Here is the caller graph for this function:

static void flee_player ( object op)
static

The player is scared, and should flee.

If she can't, then she isn't scared anymore.

Parameters
opplayer.

Definition at line 1629 of file player.c.

References absdir(), CLEAR_FLAG, did_make_save(), rv_vector::direction, obj::enemy, FLAG_SCARED, get_rangevector(), liv::hp, obj::level, llevDebug, LOG(), obj::map, move_ob(), object_set_enemy(), PREFER_LOW, RANDOM, random_roll(), and obj::stats.

Referenced by handle_newcs_player().

Here is the call graph for this function:

Here is the caller graph for this function:

void get_name ( object op)

Waiting for the player's name.

Parameters
opplayer.

Definition at line 854 of file player.c.

References obj::contr, player_set_state(), send_query(), pl::socket, ST_GET_NAME, and pl::write_buf.

Referenced by add_player(), receive_play_again(), receive_player_name(), receive_player_password(), and wrong_password().

Here is the call graph for this function:

Here is the caller graph for this function:

object* get_nearest_player ( object mon)

Finds the nearest visible player for some object.

Parameters
monwhat object is searching a player.
Returns
player, or NULL if nothing suitable.

Definition at line 520 of file player.c.

References rv_vector::distance, first_friendly_object, first_player, FLAG_FREED, FLAG_FRIENDLY, llevDebug, LOG(), monster_can_detect_enemy(), pl::next, oblnk::next, pl::ob, oblnk::ob, QUERY_FLAG, and remove_friendly_object().

Referenced by monster_find_enemy(), and monster_move().

Here is the call graph for this function:

Here is the caller graph for this function:

int get_party_password ( object op,
partylist party 
)

Ask the player for the password of the party she wants to join.

Parameters
opplayer.
partyparty op wishes to join.
Returns
whether a party password has been requested from the client

Definition at line 996 of file player.c.

References obj::contr, CS_QUERY_HIDEINPUT, party_get_password(), pl::party_to_join, player_set_state(), send_query(), pl::socket, ST_GET_PARTY_PASSWORD, and pl::write_buf.

Referenced by command_party().

Here is the call graph for this function:

Here is the caller graph for this function:

void get_password ( object op)

Waiting for the player's password.

Parameters
opplayer.

Definition at line 866 of file player.c.

References obj::contr, CS_QUERY_HIDEINPUT, player_set_state(), send_query(), pl::socket, ST_GET_PASSWORD, and pl::write_buf.

Referenced by receive_player_name().

Here is the call graph for this function:

Here is the caller graph for this function:

player* get_player ( player p)

Create a player's object, initialize a player's structure.

This no longer sets the player map. Also, it now updates all the pointers so the caller doesn't need to do that. Caller is responsible for setting the correct map.

Redo this to do both get_player_ob and get_player. Hopefully this will be bugfree and simpler.

Parameters
pif NULL, a new player structure is created, else p is recycled.
Returns
initialized player structure.

Definition at line 280 of file player.c.

References add_string(), obj::arch, arch_to_object(), bow_normal, pl::bowtype, CLEAR_FLAG, clear_los(), clear_player(), archt::clone, obj::contr, obj::direction, pl::do_los, liv::exp, fatal(), first_map_path, first_player, FLAG_READY_SKILL, pl::gen_sp_armour, get_player_archetype(), pl::language, pl::last_resist, pl::last_skill_exp, pl::last_skill_ob, pl::last_speed, pl::last_stats, pl::last_weapon_sp, pl::last_weight, pl::listening, socket_struct::look_position, socket_struct::monitor_spells, obj::name, pl::next, pl::no_shout, NROFATTACKS, NUM_SKILLS, pl::ob, offsetof, OUT_OF_MEMORY, pl::party, party_rejoin_if_exists, pl::peaceful, pet_normal, pl::petmode, player_set_state(), obj::race, range_none, pl::rejoin_party, roll_stats(), obj::run_away, pl::savebed_map, pl::shoottype, pl::socket, obj::speed, obj::speed_left, ST_ROLL_STAT, obj::stats, pl::swap_first, pl::ticks_played, pl::title, pl::unapply, unapply_nochoice, pl::unarmed_skill, socket_struct::update_look, and liv::wc.

Referenced by account_play_cmd(), add_player(), make_perma_dead(), and receive_play_again().

Here is the call graph for this function:

Here is the caller graph for this function:

static archetype * get_player_archetype ( archetype at)
static

Get next player archetype from archetype list.

Not very efficient routine, but used only creating new players.

Note
there MUST be at least one player archetype! Will exit() if none.
Parameters
atarchetype to search from.
Returns
next player archetype available.

Definition at line 495 of file player.c.

References archt::clone, first_archetype, llevError, LOG(), archt::next, PLAYER, and obj::type.

Referenced by get_player(), and key_change_class().

Here is the call graph for this function:

Here is the caller graph for this function:

void give_initial_items ( object pl,
treasurelist items 
)

Gives a new player her initial items.

They will be god-given, and suitable for the player's race/restrictions.

Parameters
plplayer.
itemstreasure list containing the items.

Now we do a second loop, to apply weapons/armors/... This is because weapons require the skill, which can be given after the first loop.

Definition at line 762 of file player.c.

References AP_NOPRINT, apply_manual(), CLEAR_FLAG, create_treasure(), FLAG_APPLIED, FLAG_CAN_USE_SKILL, FLAG_CURSED, FLAG_DAMNED, FLAG_IDENTIFIED, FLAG_INV_LOCKED, FLAG_NEUTRAL, FLAG_STARTEQUIP, FLAG_USE_ARMOUR, FLAG_USE_SHIELD, FLAG_USE_WEAPON, FOR_BELOW_FINISH, FOR_BELOW_PREPARE, FOR_INV_FINISH, FOR_INV_PREPARE, FORCE, GT_ONLY_GOOD, GT_STARTEQUIP, IS_ARMOR, IS_SHIELD, IS_WEAPON, link_player_skills(), llevError, LOG(), need_identify(), object_free_drop_inventory(), object_remove(), PLAYER, QUERY_FLAG, obj::randomitems, SET_FLAG, SKILL, SPELLBOOK, and obj::type.

Referenced by apply_changes_to_player(), apply_race_and_class(), and key_change_class().

Here is the call graph for this function:

Here is the caller graph for this function:

static const char* gravestone_text ( object op,
char *  buf2,
int  len 
)
static

Create a text for a player's gravestone.

Moved from apply.c to player.c - player.c is what actually uses this function. player.c may not be quite the best, a misc file for object actions is probably better, but there isn't one in the server directory.

Parameters
opplayer.
buf2buffer to write the text to. Mustn't be NULL.
lenlength of buf2.
Returns
buf2, containing gravestone text.

Definition at line 3251 of file player.c.

References obj::contr, pl::killer, obj::level, MAX_BUF, obj::name, PLAYER, snprintf, pl::title, and obj::type.

Referenced by kill_player_permadeath().

Here is the caller graph for this function:

int handle_newcs_player ( object op)

Handles commands the player can send us, and various checks on invisibility, golem and such.

This is sort of special, in that the new client/server actually uses the new speed values for commands.

Parameters
opplayer to handle.
Returns
true if there are more actions we can do.

Definition at line 3092 of file player.c.

References CLEAR_FLAG, obj::contr, obj::count, obj::direction, draw_ext_info(), pl::fire_on, FLAG_MAKE_INVIS, FLAG_PARALYZED, FLAG_REMOVED, FLAG_SCARED, flee_player(), pl::golem_count, handle_client(), pl::hidden, obj::invisible, make_visible(), move_player(), MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, MSG_TYPE_SPELL, MSG_TYPE_SPELL_END, NDI_UNIQUE, PLAYER, pticks, QUERY_FLAG, range_golem, pl::ranges, pl::run_on, pl::socket, obj::speed_left, and obj::type.

Referenced by process_players1().

Here is the call graph for this function:

Here is the caller graph for this function:

int hideability ( object ob)

Look at the surrounding terrain to determine the hideability of this object.

Positive levels indicate greater hideability.

Parameters
obobject that may want to hide.
Returns
the higher the value, the easier to hide here.

Definition at line 3984 of file player.c.

References mapdef::darkness, freearr_x, freearr_y, get_map_flags(), has_carried_lights(), obj::map, P_BLOCKSVIEW, P_OUT_OF_MAP, obj::x, and obj::y.

Referenced by attempt_hide(), and do_hidden_move().

Here is the call graph for this function:

Here is the caller graph for this function:

int is_true_undead ( object op)

Is the object a true undead?

Parameters
opobject to test.
Returns
1 if undead, 0 else.
Todo:
remove loop on type 44 (was EXPERIENCE)

Definition at line 3961 of file player.c.

References obj::arch, archt::clone, FLAG_UNDEAD, FOR_INV_FINISH, FOR_INV_PREPARE, PLAYER, QUERY_FLAG, and obj::type.

Referenced by makes_invisible_to(), monster_can_detect_enemy(), and monster_can_see_enemy().

Here is the caller graph for this function:

void key_change_class ( object op,
char  key 
)

This function takes the key that is passed, and does the appropriate action with it (change race, or other things).

The function name is for historical reasons - now we have separate race and class; this actually changes the RACE, not the class.

Parameters
opplayer.
keykey to handle.

Definition at line 1260 of file player.c.

References add_statbonus(), add_string(), allowed_class(), obj::arch, pl::bed_x, pl::bed_y, obj::carrying, CLEAR_FLAG, archt::clone, obj::contr, create_treasure(), CS_QUERY_SINGLECHAR, draw_ext_info(), draw_ext_info_format(), enter_exit(), esrv_new_player(), esrv_send_inventory(), esrv_update_item(), EVENT_BORN, EVENT_LOGIN, execute_global_event(), EXIT_PATH, EXIT_X, EXIT_Y, find_treasurelist(), first_map_ext_path, fix_object(), FLAG_WIZ, free_string(), get_player_archetype(), give_initial_items(), liv::grace, socket_struct::host, liv::hp, link_player_skills(), llevDebug, Settings::localdir, LOG(), make_path_to_file(), obj::map, MAX_BUF, liv::maxhp, liv::maxsp, obj::msg, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN, MSG_TYPE_ADMIN_PLAYER, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_NEWPLAYER, obj::name, archt::name, obj::name_pl, NDI_ALL, NDI_BLUE, NDI_DK_ORANGE, NDI_UNIQUE, object_copy(), object_free_drop_inventory(), object_insert_in_map_at(), object_new(), object_remove(), object_set_msg(), object_update(), pl::orig_stats, play_again(), player_set_state(), Settings::playerdir, pticks, obj::randomitems, remove_statbonus(), pl::savebed_map, send_query(), SET_ANIMATION, settings, snprintf, pl::socket, liv::sp, ST_PLAYING, obj::stats, pl::title, UP_OBJ_FACE, UPD_FACE, obj::weight, obj::x, and obj::y.

Referenced by reply_cmd().

Here is the call graph for this function:

Here is the caller graph for this function:

void key_confirm_quit ( object op,
char  key 
)
void key_roll_stat ( object op,
char  key 
)

Player is currently swapping stats.

This code has been greatly reduced, because with set_attr_value and get_attr_value, the stats can be accessed just numeric ids. stat_trans is a table that translate the number entered into the actual stat. It is needed because the order the stats are displayed in the stat window is not the same as how the number's access that stat. The table does that translation.

Parameters
opplayer.
keyreceived key.

Definition at line 1184 of file player.c.

References add_statbonus(), CHARISMA, CONSTITUTION, obj::contr, CS_QUERY_SINGLECHAR, DEXTERITY, draw_ext_info(), draw_ext_info_format(), FLAG_WIZ, INTELLIGENCE, llevError, LOG(), obj::map, obj::msg, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_NEWPLAYER, NDI_BLUE, NDI_UNIQUE, play_again(), player_set_state(), POWER, roll_stats(), send_query(), SET_ANIMATION, SET_FLAG, short_stat_name, pl::socket, ST_CHANGE_CLASS, STRENGTH, pl::swap_first, swap_stat(), and WISDOM.

Referenced by reply_cmd().

Here is the call graph for this function:

Here is the caller graph for this function:

void kill_player ( object op,
const object killer 
)
static void kill_player_not_permadeath ( object op)
static

Kills a player in non-permadeath mode.

This basically brings the character back to life if they are dead - it takes some exp and a random stat. See the config.h file for a little more in depth detail about this.

Parameters
opthe player to kill.

Definition at line 3566 of file player.c.

References apply_death_exp_penalty(), ARCH_DEPLETION, arch_present_in_ob(), arch_to_object(), obj::attacktype, Settings::balanced_stat_loss, BALSL_LOSS_CHANCE_RATIO, BALSL_MAX_LOSS_RATIO, BALSL_NUMBER_LOSSES_RATIO, pl::braced, change_attr_value(), check_stat_bounds(), obj::contr, create_archetype(), cure_disease(), determine_god(), draw_ext_info(), draw_ext_info_format(), enter_player_savebed(), find_archetype(), fix_object(), FLAG_APPLIED, liv::food, FOR_MAP_FINISH, FOR_MAP_PREPARE, FORCE_NAME, FREE_AND_COPY, get_attr_value(), liv::grace, liv::hp, obj::inv, pl::killer, obj::level, lose_msg, obj::map, MAX, MAX_BUF, Settings::max_stat, liv::maxgrace, liv::maxhp, liv::maxsp, MIN_STAT, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, MSG_TYPE_ATTRIBUTE_GOD, MSG_TYPE_ATTRIBUTE_STAT_LOSS, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_DIED, obj::name, obj::name_pl, NDI_UNIQUE, NROFATTACKS, object_free_drop_inventory(), object_insert_in_map_at(), object_insert_in_ob(), object_remove(), object_set_msg(), pl::orig_stats, PREFER_LOW, RANDOM, random_roll(), remove_unpaid_objects(), obj::resist, save_player(), SET_FLAG, settings, shop_contains(), snprintf, liv::sp, obj::speed, obj::speed_left, SPELL_EFFECT, Settings::stat_loss_on_death, obj::stats, pl::title, obj::type, obj::x, and obj::y.

Referenced by kill_player().

Here is the call graph for this function:

Here is the caller graph for this function:

static void kill_player_permadeath ( object op)
static
static void loot_object ( object op)
static

Grab and destroy some treasure.

Parameters
opobject to loot.

Definition at line 3425 of file player.c.

References apply_container(), CONTAINER, obj::container, FLAG_NO_DROP, FLAG_STARTEQUIP, FLAG_UNIQUE, FOR_INV_FINISH, FOR_INV_PREPARE, obj::map, object_free_drop_inventory(), object_insert_in_map_at(), object_remove(), object_split(), QUERY_FLAG, RANDOM, obj::x, and obj::y.

Referenced by kill_player_permadeath().

Here is the call graph for this function:

Here is the caller graph for this function:

void make_visible ( object op)

Makes an object visible again.

Parameters
opwhat to make visible.

Definition at line 3941 of file player.c.

References obj::contr, FREE_AND_CLEAR_STR, obj::hide, pl::invis_race, obj::invisible, object_update(), PLAYER, pl::tmp_invis, obj::type, and UP_OBJ_FACE.

Referenced by attack_ob_simple(), attempt_steal(), do_hidden_move(), fire(), handle_newcs_player(), hide(), monster_can_detect_enemy(), monster_can_see_enemy(), move_player_attack(), and player_attack_door().

Here is the call graph for this function:

Here is the caller graph for this function:

int move_player ( object op,
int  dir 
)

Player gave us a direction, check whether to move or fire.

Parameters
opplayer.
dirdirection to move/fire.
Returns
0.

Definition at line 3007 of file player.c.

References animate_object(), check_pick(), obj::contr, obj::direction, do_hidden_move(), obj::facing, fire(), pl::fire_on, FLAG_CONFUSED, get_randomized_dir(), obj::hide, mapdef::in_memory, llevError, LOG(), obj::map, MAP_IN_MEMORY, move_player_attack(), QUERY_FLAG, pl::run_on, obj::speed_left, obj::state, pl::transport, and turn_transport().

Referenced by cfapi_object_move(), command_fire(), command_run(), handle_newcs_player(), monsterFight(), move_internal(), move_player_mover(), and pray_at_altar().

Here is the call graph for this function:

Here is the caller graph for this function:

void move_player_attack ( object op,
int  dir 
)

The player is also actually going to try and move (not fire weapons).

This function is just part of a breakup from move_player(). It should keep the code cleaner. When this is called, the players direction has been updated (taking into account confusion).

Parameters
opplayer moving.
dirmoving direction.

Definition at line 2690 of file player.c.

References action_makes_visible(), pl::braced, obj::contr, DOOR, draw_ext_info(), obj::enemy, FLAG_ALIVE, FLAG_CAN_ROLL, FLAG_FRIENDLY, FLAG_MONSTER, FLAG_UNAGGRESSIVE, FLAG_WIZ, FOR_MAP_FINISH, FOR_MAP_PREPARE, freearr_x, freearr_y, get_map_from_coord(), GET_MAP_OB, pl::has_hit, HEAD, obj::hide, liv::hp, LOCKED_DOOR, liv::luck, make_visible(), obj::map, mon, move_ob(), MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOATTACK, object_get_owner(), op_on_battleground(), out_of_map(), OUT_OF_REAL_MAP, pl::party, pl::peaceful, play_sound_map(), PLAYER, player_attack_door(), push_ob(), QUERY_FLAG, recursive_roll(), skill_attack(), SOUND_TYPE_LIVING, obj::speed_left, obj::stats, pl::tmp_invis, pl::transport, obj::type, obj::weapon_speed_left, obj::x, and obj::y.

Referenced by move_player().

Here is the call graph for this function:

Here is the caller graph for this function:

int op_on_battleground ( object op,
int *  x,
int *  y,
archetype **  trophy 
)

Check if the given object (usually a player) is standing on a battleground tile.

This is used to handle deaths and special attacks in arenas.

A battleground tile must have the following attributes set:

  • name "battleground"
  • type 58 (BATTLEGROUND)
  • is_floor 1 (must be the first tile beneath the player's feet)
  • no_pick 1
  • sp / hp > 0 (non-zero exit coordinates)

If the tile has 'slaying', 'maxhp', and 'maxsp' set, and the player has a matching marker, send the player to those coordinates instead.

If the tile has 'other_arch' set, then create that archetype as the trophy instead of the default ("finger").

Parameters
opObject to check (usually a player).
[out]x
[out]yIf not NULL and standing on a battleground tile, store exit coordinates.
[out]trophyIf not NULL and standing on a battleground tile, store a pointer to the archetype that can be collected by the winner.
Returns
TRUE if op is on a battleground, FALSE if not.

Definition at line 4232 of file player.c.

References BATTLEGROUND, EXIT_ALT_X, EXIT_ALT_Y, EXIT_PATH, EXIT_X, EXIT_Y, find_archetype(), FLAG_IS_FLOOR, FLAG_NO_PICK, FOR_BELOW_FINISH, FOR_BELOW_PREPARE, FORCE, object_find_by_type_and_slaying(), and QUERY_FLAG.

Referenced by hit_player(), hit_with_one_attacktype(), infect_object(), kill_object(), kill_player(), move_player_attack(), pets_should_arena_attack(), and spell_find_dir().

Here is the call graph for this function:

Here is the caller graph for this function:

int path_to_player ( object mon,
object pl,
unsigned  mindiff 
)

Returns the direction to the player, if valid.

Returns 0 otherwise.

Modified to verify there is a path to the player. Does this by stepping towards player and if path is blocked then see if blockage is close enough to player that direction to player is changed (ie zig or zag). Continue zig zag until either reach player or path is blocked. Thus, will only return true if there is a free path to player. Though path may not be a straight line. Note that it will find player hiding along a corridor at right angles to the corridor with the monster.

Modified by MSW 2001-08-06 to handle tiled maps. Various notes:

  • With DETOUR_AMOUNT being 2, it should still go and find players hiding down corridors.
  • I think the old code was broken if the first direction the monster should move was blocked - the code would store the first direction without verifying that the player can actually move in that direction. The new code does not store anything in firstdir until we have verified that the monster can in fact move one space in that direction.
  • I'm not sure how good this code will be for moving multipart monsters, since only simple checks to blocked are being called, which could mean the monster is blocking itself.
Parameters
monsource object.
pltarget.
mindiffminimal distance mon and pl should have.
Returns
direction from mon to pl, 0 if can't get there.

Definition at line 629 of file player.c.

References absdir(), blocked_link(), DETOUR_AMOUNT, rv_vector::direction, rv_vector::distance, rv_vector::distance_x, rv_vector::distance_y, FABS, freearr_x, freearr_y, get_map_flags(), GET_MAP_MOVE_BLOCK, get_rangevector(), get_rangevector_from_mapcoord(), obj::map, MAX, MAX_SPACES, MOVE_ALL, OB_TYPE_MOVE_BLOCK, P_IS_ALIVE, P_OUT_OF_MAP, obj::x, and obj::y.

Referenced by monster_cast_spell(), monster_use_range(), monster_use_scroll(), and monster_use_skill().

Here is the call graph for this function:

Here is the caller graph for this function:

static object* pick_arrow_target ( object op,
const char *  type,
int  dir 
)
static

Looks in a given direction, finds the first valid target, and calls find_better_arrow() to find a decent arrow to use.

Parameters
opshooter.
typearrow's race to search for (the bow's usually).
dirfire direction.
Returns
suitable arrow, or NULL if none found.

Definition at line 2104 of file player.c.

References obj::chosen_skill, liv::Dex, die_roll(), find_arrow(), find_better_arrow(), FLAG_ALIVE, FOR_MAP_FINISH, FOR_MAP_PREPARE, freearr_x, freearr_y, get_map_flags(), GET_MAP_MOVE_BLOCK, HEAD, obj::level, obj::map, MOVE_FLY_LOW, P_BLOCKSVIEW, P_IS_ALIVE, P_OUT_OF_MAP, PREFER_LOW, QUERY_FLAG, obj::stats, obj::x, and obj::y.

Referenced by player_fire_bow().

Here is the call graph for this function:

Here is the caller graph for this function:

void play_again ( object op)
static int player_attack_door ( object op,
object door 
)
static

Player is "attacking" a door.

Will try to open it with a key, or warn if can't open it.

Moved out of move_player_attack().

Return values
1player has opened the door with a key such that the caller should not do anything more.
0nothing happened.

Definition at line 2619 of file player.c.

References action_makes_visible(), obj::contr, do_skill(), DOOR, draw_ext_info(), draw_ext_info_format(), obj::facing, find_key(), find_skill_by_name(), HUGE_BUF, obj::inv, LOCKED_DOOR, make_visible(), obj::msg, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY, MSG_TYPE_ITEM, MSG_TYPE_ITEM_REMOVE, NDI_BROWN, NDI_NAVY, NDI_UNIQUE, object_decrease_nrof_by_one, play_sound_map(), query_short_name(), remove_door(), remove_locked_door(), pl::run_on, RUNE, SOUND_TYPE_GROUND, spring_trap(), TRAP, and obj::type.

Referenced by move_player_attack().

Here is the call graph for this function:

Here is the caller graph for this function:

int player_can_view ( object pl,
object op 
)

Check the player los field for viewability of the object op.

This function works fine for monsters, but we dont worry if the object isnt the top one in a pile (say a coin under a table would return "viewable" by this routine). Another question, should we be concerned with the direction the player is looking in? Realistically, most of use cant see stuff behind our backs...on the other hand, does the "facing" direction imply the way your head, or body is facing? Its possible for them to differ. Sigh, this fctn could get a bit more complex. -b.t.

This function is now map tiling safe.

Parameters
plplayer that may see op.
opwhat may be seen by pl.
Return values
-1pl isn't a player
0pl can't see op.
1pl can see op.

Definition at line 4134 of file player.c.

References obj::arch, pl::blocked_los, archt::clone, obj::contr, rv_vector::distance_x, rv_vector::distance_y, FABS, get_rangevector(), HEAD, llevError, LOG(), socket_struct::mapx, socket_struct::mapy, obj::more, PLAYER, pl::socket, obj::type, obj::x, and obj::y.

Referenced by adj_attackroll(), monster_can_detect_enemy(), and monster_can_see_enemy().

Here is the call graph for this function:

Here is the caller graph for this function:

static int player_fire_bow ( object op,
int  dir 
)
static

Special fire code for players - this takes into account the special fire modes players can have but monsters can't.

Putting that code here makes the fire_bow() code much cleaner.

This function should only be called if 'op' is a player, hence the function name.

Parameters
opplayer.
dirfiring direction.
Returns
1 if arrow was fired, 0 else.

Definition at line 2378 of file player.c.

References absdir(), bow_bestarrow, bow_n, bow_nw, bow_spreadshot, bow_threewide, pl::bowtype, obj::contr, fire_bow(), freearr_x, freearr_y, pick_arrow_target(), obj::race, range_bow, pl::ranges, similar_direction(), obj::x, and obj::y.

Referenced by fire().

Here is the call graph for this function:

Here is the caller graph for this function:

void player_set_state ( player pl,
uint8_t  state 
)

Set the player's state to the specified one.

Parameters
plwho to set state for.
statenew state.

Definition at line 4457 of file player.c.

References ST_CHANGE_PASSWORD_CONFIRM, ST_PLAYING, and pl::state.

Referenced by add_player(), check_login(), command_passwd(), command_quit(), confirm_password(), create_player_cmd(), get_name(), get_party_password(), get_password(), get_player(), key_change_class(), key_confirm_quit(), key_roll_stat(), play_again(), receive_party_password(), receive_play_again(), and receive_player_password().

Here is the caller graph for this function: