Crossfire Server, Trunk
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#include "global.h"
#include <assert.h>
#include <ctype.h>
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <pwd.h>
#include "server.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"
Go to the source code of this file.
Macros | |
#define | DETOUR_AMOUNT 2 |
#define | MAX_SPACES 50 |
Player-related functions, including those used during the login and creation phases.
Definition in file player.c.
#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.
#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.
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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.
op | object to check. |
Definition at line 4166 of file player.c.
References draw_ext_info_format(), FLAG_ALIVE, FLAG_MAKE_INVIS, MSG_SUBTYPE_NONE, MSG_TYPE_MISC, NDI_UNIQUE, give::op, and QUERY_FLAG.
Referenced by fire(), move_player_attack(), and player_attack_door().
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.
ns | connection. |
flags | flag 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. |
Definition at line 463 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, flags, get_name(), get_player(), Ns_Avail, pl::ob, player_set_state(), roll_again(), send_news(), send_rules(), set_first_map(), set_player_socket(), ST_ROLL_STAT, and socket_struct::status.
Referenced by add_me_cmd(), create_player_cmd(), and START_TEST().
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.)
op | Player object |
race | race to use - caller should do sanity checking that this is a valid race. |
opclass | class to use - like race, caller should do sanity checking. |
stats | If 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. |
Definition at line 1466 of file player.c.
References AC_PLAYER_STAT_NO_CHANGE, add_statbonus(), add_string(), allowed_class(), apply_changes_to_player(), buf, CLEAR_FLAG, archt::clone, create_treasure(), esrv_add_spells(), esrv_new_player(), esrv_send_inventory(), esrv_update_item(), EVENT_BORN, EVENT_LOGIN, events_execute_global_event(), find_treasurelist(), fix_object(), FLAG_WIZ, free_string(), get_attr_value(), give_initial_items(), commongive::inv, link_player_skills(), Settings::localdir, make_path_to_file(), MAX_BUF, give::name, NUM_STATS, object_copy(), object_free(), object_remove(), object_set_msg(), object_update(), give::op, Settings::playerdir, pticks, SET_ANIMATION, set_attr_value(), settings, strlcpy(), UP_OBJ_FACE, and UPD_FACE.
Referenced by create_player_cmd(), and START_TEST().
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.
op | object throwing. |
throw_ob | what to throw. |
dir | direction to throw into. |
Definition at line 3891 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(), give::op, PLAYER, POTION, QUERY_FLAG, obj::skill, and obj::type.
Referenced by do_throw().
int check_pick | ( | object * | op | ) |
Sees if there is stuff to be picked up/picks up stuff, for players only.
op | player to check for. |
1 | player should keep on moving. |
0 | player should stop. |
Definition at line 1704 of file player.c.
References draw_ext_info(), draw_ext_info_format(), FLAG_KNOWN_CURSED, FLAG_KNOWN_MAGICAL, FLAG_UNPAID, FOR_BELOW_FINISH, FOR_BELOW_PREPARE, is_valid_types_gen::found, GEM, m, MAX, MONEY, MOVE_FLYING, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, MSG_TYPE_COMMAND_SUCCESS, NDI_UNIQUE, object_can_pick(), object_matches_pickup_mode(), object_matches_string(), object_was_destroyed, give::op, pick_up(), price_base(), PU_ARMOUR, PU_ARROW, PU_BOOTS, PU_BOW, PU_CLOAK, PU_CONTAINER, PU_CURSED, PU_DEBUG, PU_DRINK, PU_FLESH, PU_FOOD, PU_GLOVES, PU_HELMET, PU_INHIBIT, PU_JEWELS, PU_KEY, PU_MAGIC_DEVICE, PU_MAGICAL, PU_MELEEWEAPON, PU_MISSILEWEAPON, PU_NEWMODE, PU_NOT_CURSED, PU_NOTHING, PU_POTION, PU_RATIO, PU_READABLES, PU_SHIELD, PU_SKILLSCROLL, PU_SPELLBOOK, PU_STOP, PU_VALUABLES, QUERY_FLAG, Settings::search_items, settings, roll-o-matic::stop(), Ice::tmp, and TRUE.
Referenced by move_player(), and stop_jump().
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.
stats | The statistics to modify - this data is modified, so the caller can use it on the next update. |
race | The race to try and apply. It can be NULL, in which case no race will be applied. |
opclass | The class to apply. It can be NULL, in which case no class will be applied. |
Definition at line 1416 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().
void confirm_password | ( | object * | op | ) |
Ask the player to confirm her password during creation.
op | player. |
Definition at line 998 of file player.c.
References CS_QUERY_HIDEINPUT, i18n(), give::op, player_set_state(), send_query(), and ST_CONFIRM_PASSWORD.
Referenced by check_login().
void display_motd | ( | const object * | op | ) |
Sends the message of the day to the player.
op | player to send to. |
Definition at line 136 of file player.c.
References buf, Settings::confdir, draw_ext_info(), HUGE_BUF, MAX_BUF, Settings::motd, MSG_SUBTYPE_NONE, MSG_TYPE_MOTD, NDI_GREEN, NDI_UNIQUE, give::op, safe_strcat(), and settings.
Referenced by add_player(), command_motd(), and receive_player_password().
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.
op | object moving. |
Definition at line 4005 of file player.c.
References calc_skill_exp(), change_exp(), draw_ext_info(), hide(), hideability(), obj::level, make_visible(), MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE, NDI_UNIQUE, object_find_by_type_subtype(), give::op, PLAYER, PREFER_LOW, random_roll(), SK_HIDING, SKILL, and obj::skill.
Referenced by face_player(), monster_move(), and move_player().
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.
op | player to regenerate for. |
Definition at line 3247 of file player.c.
References give::op, and ST_PLAYING.
Referenced by command_possess(), monsterFight(), and process_players1().
void dragon_ability_gain | ( | object * | who, |
int | atnr, | ||
int | level | ||
) |
When a dragon-player gains a new stage of evolution, he gets some treasure.
who | the dragon player. |
atnr | the attack-number of the ability focus. |
level | ability level. |
Definition at line 4263 of file player.c.
References animate_object(), arch_to_object(), AT_PHYSICAL, ATNR_COLD, ATNR_ELECTRICITY, ATNR_FIRE, ATNR_POISON, obj::attacktype, buf, check_spell_known(), archt::clone, do_learn_spell(), draw_ext_info(), draw_ext_info_format(), esrv_send_item(), obj::face, find_skill_by_name(), find_treasurelist(), FLAG_SEE_IN_DARK, FLAG_STEALTH, FLAG_XRAYS, FORCE, HUGE_BUF, treasurestruct::item, say::item, treasureliststruct::items, llevDebug, LOG(), treasurestruct::magic, MAX_BUF, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_RACE, MSG_TYPE_ITEM, MSG_TYPE_ITEM_ADD, give::name, NDI_BLUE, NDI_UNIQUE, treasurestruct::next, NRSPELLPATHS, object_find_by_arch_name(), object_insert_in_ob(), obj::path_attuned, PLAYER, QUERY_FLAG, query_short_name(), SET_FLAG, SK_CLAWING, SKILL_TOOL, SPELL, SPELLBOOK, spellpathnames, Ice::tmp, and autojail::who.
int face_player | ( | object * | op, |
int | dir | ||
) |
Face player in the given direction.
op | player. |
dir | direction to face |
Definition at line 3002 of file player.c.
References animate_object(), obj::contr, do_hidden_move(), FLAG_CONFUSED, get_randomized_dir(), llevError, LOG(), MAP_IN_MEMORY, give::op, QUERY_FLAG, and turn_transport().
Referenced by command_face().
Find an arrow in the inventory and after that in the right type container (quiver). Pointer to the found object is returned.
op | object to find arrow for. |
type | what arrow race to search for. |
Definition at line 1909 of file player.c.
References ARROW, CONTAINER, FLAG_APPLIED, FOR_INV_FINISH, FOR_INV_PREPARE, commongive::inv, give::op, QUERY_FLAG, Ice::tmp, and is_valid_types_gen::type.
Referenced by find_better_arrow(), fire_bow(), and pick_arrow_target().
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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.
op | who to search arrows for. | |
target | what op is aiming at. | |
type | arrow race to search for. | |
[out] | better | will contain the arrow's value if not NULL. |
Definition at line 1941 of file player.c.
References obj::arch, ARROW, AT_DEATH, archt::clone, CONTAINER, find_arrow(), FLAG_APPLIED, FOR_INV_FINISH, FOR_INV_PREPARE, NROFATTACKS, give::op, QUERY_FLAG, obj::race, obj::resist, Ice::tmp, and is_valid_types_gen::type.
Referenced by pick_arrow_target().
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.
pl | player. |
container | inventory to searched for keys. |
door | door we are trying to match against. |
Definition at line 2445 of file player.c.
References CONTAINER, DOOR, draw_ext_info_format(), FLAG_APPLIED, FLAG_UNPAID, FOR_INV_FINISH, FOR_INV_PREPARE, obj::inv, castle_read::key, KEY, key_inventory, keyrings, MAX_BUF, MSG_TYPE_ITEM, MSG_TYPE_ITEM_INFO, NDI_BROWN, NDI_UNIQUE, object_find_by_type_and_slaying(), object_find_by_type_without_flags(), QUERY_FLAG, query_name(), obj::race, obj::slaying, SPECIAL_KEY, Ice::tmp, obj::type, and pl::usekeys.
Referenced by apply_container(), and player_attack_door().
player* find_player | ( | const char * | plname | ) |
Find a player by her full name.
plname | name to find. |
Definition at line 56 of file player.c.
References find_player_options().
Referenced by command_reply(), and list_players().
Find a player.
plname | name of the player to search for. Can be partial. |
options | combination of FIND_PLAYER_xxx flags. |
map | optional map the player must be on (adjacent maps are ok too). |
Definition at line 67 of file player.c.
References obj::contr, FIND_PLAYER_NO_HIDDEN_DM, FIND_PLAYER_PARTIAL_NAME, first_player, FLAG_WIZ, is_valid_types_gen::found, pl::hidden, disinfect::map, obj::map, MAX_BUF, give::name, obj::name, pl::next, pl::ob, options, altar_valkyrie::pl, QUERY_FLAG, and query_name().
Referenced by basic_emote(), find_player(), and find_player_partial_name().
player* find_player_partial_name | ( | const char * | plname | ) |
Find a player by a partial name.
plname | name to match. |
Definition at line 111 of file player.c.
References find_player_options(), and FIND_PLAYER_PARTIAL_NAME.
player* find_player_socket | ( | const socket_struct * | ns | ) |
Return a player for a socket structure.
ns | socket to search for. |
Definition at line 120 of file player.c.
References first_player, pl::next, altar_valkyrie::pl, and pl::socket.
Referenced by add_me_cmd(), and set_up_cmd().
void fire | ( | object * | op, |
int | dir | ||
) |
Received a fire command for the player - go and do it.
op | player. |
dir | direction to fire into. |
Definition at line 2373 of file player.c.
References action_makes_visible(), apply_map_builder(), cast_spell(), do_skill(), draw_ext_info(), fire_misc_object(), make_visible(), MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, NDI_UNIQUE, give::op, pets_control_golem(), PLAYER, player_fire_bow(), range_bow, range_builder, range_golem, range_magic, range_misc, range_none, range_skill, and nlohmann::detail::void().
Referenced by command_stay(), and move_player().
Creature (monster or player) fires a bow.
op | object firing the bow. |
arrow | object to fire. |
dir | direction of fire. |
wc_mod | any special modifier to give (used in special player fire modes) |
sx | |
sy | coordinates to fire arrow from - also used in some of the special player fire modes. |
Definition at line 2080 of file player.c.
References add_refcount(), add_string(), obj::anim_suffix, apply_anim_suffix(), AT_PHYSICAL, obj::attacktype, BOW, bow_bestarrow, CLEAR_FLAG, obj::count, liv::dam, 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, if(), obj::level, llevError, LOG(), m, obj::magic, 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, give::op, P_OUT_OF_MAP, play_sound_map(), PLAYER, QUERY_FLAG, obj::race, range_bow, obj::skill, obj::slaying, SOUND_TYPE_ITEM, liv::sp, obj::speed, obj::speed_left, obj::spellarg, obj::stats, strdup_local, CFweardisguise::tag, and liv::wc.
Referenced by monster_use_bow(), and player_fire_bow().
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Fires a misc (wand/rod/horn) object in 'dir'. Broken apart from 'fire' to keep it more readable.
op | player firing. |
dir | firing direction. |
Definition at line 2321 of file player.c.
References cast_spell(), drain_rod_charge(), drain_wand_charge(), draw_ext_info(), draw_ext_info_format(), FLAG_BEEN_APPLIED, say::item, llevError, LOG(), MAX_BUF, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_ERROR, MSG_TYPE_COMMAND_FAILURE, give::name, NDI_UNIQUE, give::op, play_sound_player_only(), query_base_name(), range_misc, ROD, SET_FLAG, SOUND_TYPE_ITEM, SP_level_spellpoint_cost(), SPELL_HIGHEST, and WAND.
Referenced by fire().
void fix_luck | ( | void | ) |
Fixes luck of players, slowly move it towards 0.
Definition at line 3870 of file player.c.
References change_luck(), obj::contr, first_player, pl::next, pl::ob, altar_valkyrie::pl, and pl::state.
Referenced by do_specials().
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.
Definition at line 3854 of file player.c.
References obj::carrying, first_player, fix_object(), llevDebug, LOG(), obj::name, pl::next, pl::ob, object_sum_weight(), and altar_valkyrie::pl.
Referenced by do_specials().
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The player is scared, and should flee. If she can't, then she isn't scared anymore.
op | player. |
Definition at line 1645 of file player.c.
References absdir(), CLEAR_FLAG, did_make_save(), rv_vector::direction, FLAG_SCARED, get_rangevector(), llevDebug, LOG(), m, move_ob(), object_set_enemy(), give::op, PREFER_LOW, RANDOM, and random_roll().
Referenced by handle_newcs_player().
void get_name | ( | object * | op | ) |
Waiting for the player's name.
op | player. |
Definition at line 873 of file player.c.
References i18n(), give::op, player_set_state(), send_query(), and ST_GET_NAME.
Referenced by add_player(), receive_play_again(), receive_player_name(), receive_player_password(), and wrong_password().
Definition at line 575 of file player.c.
References first_player, is_criminal(), mon, monster_can_detect_enemy(), pl::next, pl::ob, and give::op.
Referenced by monster_find_enemy().
Finds the nearest visible player for some object.
mon | what object is searching a player. |
Definition at line 531 of file player.c.
References rv_vector::distance, first_player, FLAG_FREED, FLAG_FRIENDLY, free_objectlink(), get_friends_of(), guildoracle::list, mon, monster_can_detect_enemy(), pl::next, oblnk::next, pl::ob, oblnk::ob, give::op, and QUERY_FLAG.
Referenced by monster_find_enemy(), and monster_move().
Ask the player for the password of the party she wants to join.
op | player. |
party | party op wishes to join. |
Definition at line 1013 of file player.c.
References CS_QUERY_HIDEINPUT, i18n(), give::op, party_get_password(), player_set_state(), send_query(), and ST_GET_PARTY_PASSWORD.
Referenced by command_party().
void get_password | ( | object * | op | ) |
Waiting for the player's password.
op | player. |
Definition at line 884 of file player.c.
References CS_QUERY_HIDEINPUT, i18n(), give::op, player_set_state(), send_query(), and ST_GET_PASSWORD.
Referenced by receive_player_name().
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.
p | if NULL, a new player structure is created, else p is recycled. |
Definition at line 282 of file player.c.
References socket_struct::account_chars, add_string(), arch_to_object(), bow_normal, pl::bowtype, CLEAR_FLAG, clear_los(), clear_player(), 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, MAX_SKILLS, socket_struct::monitor_spells, pl::next, pl::no_shout, NROFATTACKS, pl::ob, offsetof, give::op, OUT_OF_MEMORY, pl::party, party_rejoin_if_exists, pl::peaceful, pet_normal, pl::petmode, player_set_state(), range_none, pl::rejoin_party, roll_stats(), pl::savebed_map, pl::shoottype, pl::socket, ST_ROLL_STAT, pl::swap_first, pl::ticks_played, pl::title, Ice::tmp, pl::unapply, unapply_nochoice, pl::unarmed_skill, and socket_struct::update_look.
Referenced by account_play_cmd(), add_player(), make_perma_dead(), and receive_play_again().
Get next player archetype from archetype list. Not very efficient routine, but used only creating new players.
at | archetype to search from. |
Definition at line 506 of file player.c.
References archt::clone, get_next_archetype(), llevError, LOG(), PLAYER, and obj::type.
Referenced by get_player(), and key_change_class().
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.
pl | player. |
items | treasure 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 776 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, is_valid_types_gen::found, GT_ONLY_GOOD, GT_STARTEQUIP, IS_ARMOR, is_identifiable_type(), IS_SHIELD, IS_WEAPON, link_player_skills(), llevError, LOG(), object_can_merge(), object_free_drop_inventory(), object_remove(), give::op, PLAYER, QUERY_FLAG, SET_FLAG, SKILL, SPELLBOOK, and Ice::tmp.
Referenced by apply_changes_to_player(), apply_race_and_class(), and key_change_class().
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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.
op | player. |
buf2 | buffer to write the text to. Mustn't be NULL. |
len | length of buf2. |
Definition at line 3212 of file player.c.
References buf, MAX_BUF, give::op, and PLAYER.
Referenced by kill_player_permadeath().
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.
op | player to handle. |
Definition at line 3061 of file player.c.
References CLEAR_FLAG, draw_ext_info(), FLAG_MAKE_INVIS, FLAG_PARALYZED, FLAG_REMOVED, FLAG_SCARED, flee_player(), make_visible(), move_player(), MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, MSG_TYPE_SPELL, MSG_TYPE_SPELL_END, NDI_UNIQUE, give::op, PLAYER, pticks, QUERY_FLAG, and range_golem.
Referenced by process_players1().
int hideability | ( | object * | ob | ) |
Look at the surrounding terrain to determine the hideability of this object. Positive levels indicate greater hideability.
ob | object that may want to hide. |
Definition at line 3964 of file player.c.
References freearr_x, freearr_y, get_map_flags(), has_carried_lights(), level, guildjoin::ob, P_BLOCKSVIEW, P_OUT_OF_MAP, diamondslots::x, and diamondslots::y.
Referenced by attempt_hide(), and do_hidden_move().
int is_true_undead | ( | object * | op | ) |
Is the object a true undead?
op | object to test. |
Definition at line 3940 of file player.c.
References FLAG_UNDEAD, FOR_INV_FINISH, FOR_INV_PREPARE, give::op, PLAYER, QUERY_FLAG, and Ice::tmp.
Referenced by makes_invisible_to(), monster_can_detect_enemy(), and monster_can_see_enemy().
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.
op | player. |
key | key to handle. |
Definition at line 1276 of file player.c.
References add_statbonus(), add_string(), allowed_class(), buf, CLEAR_FLAG, 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, events_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(), i18n(), castle_read::key, link_player_skills(), llevDebug, Settings::localdir, LOG(), make_path_to_file(), guild_questpoints_apply::mapname, MAX_BUF, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN, MSG_TYPE_ADMIN_PLAYER, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_NEWPLAYER, give::name, 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(), give::op, play_again(), player_set_state(), Settings::playerdir, pticks, remove_statbonus(), send_query(), SET_ANIMATION, settings, ST_PLAYING, strlcpy(), Ice::tmp, UP_OBJ_FACE, UPD_FACE, diamondslots::x, and diamondslots::y.
Referenced by reply_cmd().
void key_confirm_quit | ( | object * | op, |
char | key | ||
) |
We receive the reply to the 'quit confirmation' message.
op | player. |
key | reply. |
Definition at line 1579 of file player.c.
References account_char_free(), account_char_remove(), account_char_save(), account_remove_player(), buf, delete_character(), delete_map(), draw_ext_info(), draw_ext_info_format(), EVENT_REMOVE, events_execute_global_event(), first_map, FLAG_WIZ, hiscore_check(), castle_read::key, Settings::localdir, MAX_BUF, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN, MSG_TYPE_ADMIN_PLAYER, NDI_ALL, NDI_DK_ORANGE, NDI_UNIQUE, give::next, mapdef::next, object_remove(), give::op, party_leave(), mapdef::path, pets_terminate_all(), play_again(), player_set_own_title(), player_set_state(), Settings::playerdir, QUERY_FLAG, send_account_players(), Settings::set_title, settings, ST_PLAYING, and TRUE.
Referenced by reply_cmd().
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.
op | player. |
key | received key. |
Definition at line 1200 of file player.c.
References add_statbonus(), CHARISMA, CONSTITUTION, CS_QUERY_SINGLECHAR, DEXTERITY, draw_ext_info(), draw_ext_info_format(), FLAG_WIZ, i18n(), INTELLIGENCE, castle_read::key, llevError, LOG(), MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_NEWPLAYER, NDI_BLUE, NDI_UNIQUE, give::op, play_again(), player_set_state(), POWER, roll_stats(), send_query(), SET_ANIMATION, SET_FLAG, short_stat_name, ST_CHANGE_CLASS, STRENGTH, swap_stat(), and WISDOM.
Referenced by reply_cmd().
Handle a player's death.
Also deals with lifesaving objects, arena deaths, cleaning disease/poison, death penalties, and removing the player file in case of permadeath.
op | Player to be killed. |
killer | The object that's trying to kill op, which can be NULL. |
Definition at line 3463 of file player.c.
References add_string(), arch_to_object(), buf, draw_ext_info(), EVENT_DEATH, EVENT_PLAYER_DEATH, events_execute_global_event(), events_execute_object_event(), FLESH, kill_player_not_permadeath(), kill_player_permadeath(), reputation::killer, MAX_BUF, MAX_FOOD, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_DIED, NDI_NAVY, NDI_UNIQUE, Settings::not_permadeth, object_insert_in_map_at(), object_set_msg(), give::op, op_on_battleground(), play_sound_player_only(), restore_player(), save_life(), SCRIPT_FIX_ALL, settings, SOUND_TYPE_LIVING, Ice::tmp, transfer_ob(), TRUE, diamondslots::x, and diamondslots::y.
Referenced by check_login(), deep_swamp_type_process(), kill_object(), and save_throw_object().
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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.
op | the player to kill. |
Definition at line 3544 of file player.c.
References apply_death_exp_penalty(), ARCH_DEPLETION, arch_present_in_ob(), arch_to_object(), Settings::balanced_stat_loss, BALSL_LOSS_CHANCE_RATIO, BALSL_MAX_LOSS_RATIO, BALSL_NUMBER_LOSSES_RATIO, buf, change_attr_value(), check_stat_bounds(), command_search_items(), create_archetype(), determine_god(), drain_msg, draw_ext_info(), draw_ext_info_format(), enter_player_savebed(), esrv_send_pickup(), find_archetype(), fix_object(), FLAG_APPLIED, FOR_MAP_FINISH, FOR_MAP_PREPARE, dragon_attune::force, FORCE_NAME, FREE_AND_COPY, get_attr_value(), lose_msg, MAX, MAX_BUF, Settings::max_stat, MIN_STAT, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOD, MSG_TYPE_ATTRIBUTE_STAT_LOSS, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_DIED, NDI_UNIQUE, NROFATTACKS, object_insert_in_map_at(), object_insert_in_ob(), object_set_msg(), give::op, PREFER_LOW, PU_INHIBIT, PU_NEWMODE, RANDOM, random_roll(), remove_unpaid_objects(), restore_player(), save_player(), SET_FLAG, settings, shop_contains(), SPELL_EFFECT, Settings::stat_loss_on_death, obj::stats, Ice::tmp, and Moving_Fog::z.
Referenced by kill_player().
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Kills a player in permadeath mode.
op | the player to kill. |
Definition at line 3768 of file player.c.
References arch_to_object(), buf, dead_player(), delete_character(), draw_ext_info(), Settings::emergency_mapname, Settings::emergency_x, Settings::emergency_y, find_archetype(), FLAG_UNIQUE, FLAG_WAS_WIZ, FREE_AND_COPY, gravestone_text(), hiscore_check(), loot_object(), disinfect::map, MAX_BUF, MAX_FOOD, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_DIED, NDI_ALL, NDI_UNIQUE, object_free_drop_inventory(), object_insert_in_map_at(), object_remove(), object_set_msg(), give::op, party_leave(), play_again(), player_set_own_title(), QUERY_FLAG, range_golem, remove_friendly_object(), Settings::resurrection, safe_strncpy, save_player(), SET_FLAG, Settings::set_title, settings, Ice::tmp, TRUE, diamondslots::x, and diamondslots::y.
Referenced by kill_player().
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Grab and destroy some treasure.
op | object to loot. |
Definition at line 3386 of file player.c.
References AP_NULL, apply_container(), CONTAINER, FLAG_NO_DROP, FLAG_STARTEQUIP, FLAG_UNIQUE, FOR_INV_FINISH, FOR_INV_PREPARE, object_free_drop_inventory(), object_insert_in_map_at(), object_remove(), object_split(), give::op, QUERY_FLAG, RANDOM, and Ice::tmp.
Referenced by kill_player_permadeath().
void make_visible | ( | object * | op | ) |
Makes an object visible again.
op | what to make visible. |
Definition at line 3920 of file player.c.
References FREE_AND_CLEAR_STR, object_update(), give::op, PLAYER, 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().
int move_player | ( | object * | op, |
int | dir | ||
) |
Move player in the given direction. Can be called by a client through a movement command, or by the server for some other reasons.
op | player. |
dir | direction to move/fire. |
Definition at line 2923 of file player.c.
References animate_object(), check_pick(), obj::contr, do_hidden_move(), fire(), FLAG_CONFUSED, get_randomized_dir(), llevError, LOG(), MAP_IN_MEMORY, move_player_attack(), give::op, QUERY_FLAG, obj::speed_left, and turn_transport().
Referenced by cfapi_object_move(), command_fire(), command_run(), handle_newcs_player(), monsterFight(), move_internal(), move_player_mover(), move_towards(), and pray_at_altar().
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).
op | player moving. |
dir | moving direction. |
Definition at line 2598 of file player.c.
References action_makes_visible(), 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, liv::hp, LOCKED_DOOR, liv::luck, m, make_visible(), obj::map, mon, move_ob(), MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOATTACK, object_get_owner(), give::op, op_on_battleground(), out_of_map(), OUT_OF_REAL_MAP, pl::party, play_sound_map(), PLAYER, player_attack_door(), player_map_change_common(), push_ob(), QUERY_FLAG, recursive_roll(), skill_attack(), SOUND_TYPE_LIVING, obj::stats, Ice::tmp, obj::type, nlohmann::detail::void(), obj::x, and obj::y.
Referenced by move_player().
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:
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").
op | Object to check (usually a player). | |
[out] | x | |
[out] | y | If not NULL and standing on a battleground tile, store exit coordinates. |
[out] | trophy | If not NULL and standing on a battleground tile, store a pointer to the archetype that can be collected by the winner. |
Definition at line 4213 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(), give::op, QUERY_FLAG, Ice::tmp, diamondslots::x, and diamondslots::y.
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().
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:
mon | source object. |
pl | target. |
mindiff | minimal distance mon and pl should have. |
Definition at line 643 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(), m, obj::map, MAX, say::max, MAX_SPACES, mon, MOVE_ALL, OB_TYPE_MOVE_BLOCK, P_IS_ALIVE, P_OUT_OF_MAP, diamondslots::x, obj::x, diamondslots::y, and obj::y.
Referenced by monster_cast_spell(), monster_use_range(), monster_use_scroll(), and monster_use_skill().
Looks in a given direction, finds the first valid target, and calls find_better_arrow() to find a decent arrow to use.
op | shooter. |
type | arrow's race to search for (the bow's usually). |
dir | fire direction. |
Definition at line 2011 of file player.c.
References die_roll(), find_arrow(), find_better_arrow(), FLAG_ALIVE, FOR_MAP_FINISH, FOR_MAP_PREPARE, is_valid_types_gen::found, freearr_x, freearr_y, get_map_flags(), GET_MAP_MOVE_BLOCK, HEAD, m, MOVE_FLY_LOW, give::op, P_BLOCKSVIEW, P_IS_ALIVE, P_OUT_OF_MAP, PREFER_LOW, QUERY_FLAG, Ice::tmp, is_valid_types_gen::type, diamondslots::x, and diamondslots::y.
Referenced by player_fire_bow().
void play_again | ( | object * | op | ) |
Ask the player whether to play again or disconnect.
op | player. |
Definition at line 895 of file player.c.
References CS_QUERY_SINGLECHAR, FLAG_REMOVED, i18n(), Ns_Add, object_remove(), give::op, player_set_state(), QUERY_FLAG, receive_play_again(), send_query(), Send_With_Handling(), SockList_AddChar(), SockList_AddInt(), SockList_AddString(), SockList_Init(), SockList_Term(), and ST_PLAY_AGAIN.
Referenced by apply_savebed(), key_change_class(), key_confirm_quit(), key_roll_stat(), kill_player_permadeath(), and receive_play_again().
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().
1 | player has opened the door with a key such that the caller should not do anything more. |
0 | nothing happened. |
Definition at line 2527 of file player.c.
References action_makes_visible(), do_skill(), DOOR, draw_ext_info(), draw_ext_info_format(), find_key(), find_skill_by_name(), HUGE_BUF, obj::inv, castle_read::key, LOCKED_DOOR, make_visible(), obj::msg, MSG_TYPE_ITEM, MSG_TYPE_ITEM_INFO, MSG_TYPE_ITEM_REMOVE, give::name, NDI_BROWN, NDI_NAVY, NDI_UNIQUE, object_decrease_nrof_by_one, give::op, play_sound_map(), query_short_name(), remove_door(), remove_locked_door(), RUNE, SOUND_TYPE_GROUND, spring_trap(), TRAP, and obj::type.
Referenced by move_player_attack().
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.
pl | player that may see op. |
op | what may be seen by pl. |
-1 | pl isn't a player |
0 | pl can't see op. |
1 | pl can see op. |
Definition at line 4114 of file player.c.
References pl::blocked_los, rv_vector::distance_x, rv_vector::distance_y, FABS, get_rangevector(), HEAD, llevError, LOG(), socket_struct::mapx, socket_struct::mapy, give::op, PLAYER, pl::socket, and guild_entry::x1.
Referenced by adj_attackroll(), monster_can_detect_enemy(), and monster_can_see_enemy().
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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.
op | player. |
dir | firing direction. |
Definition at line 2285 of file player.c.
References absdir(), bow_bestarrow, bow_n, bow_nw, bow_spreadshot, bow_threewide, fire_bow(), freearr_x, freearr_y, give::op, pick_arrow_target(), range_bow, and similar_direction().
Referenced by fire().
Get a delayed socket buffer, that will be sent after the player's tick is complete. Will fatal() if memory error.
pl | player to get a buffer for. |
Definition at line 4452 of file player.c.
References pl::delayed_buffers, pl::delayed_buffers_allocated, pl::delayed_buffers_used, fatal(), llevError, LOG(), OUT_OF_MEMORY, and SockList_Init().
void player_set_state | ( | player * | pl, |
uint8_t | state | ||
) |
Set the player's state to the specified one.
pl | who to set state for. |
state | new state. |
Definition at line 4439 of file player.c.
References ST_CHANGE_PASSWORD_CONFIRM, quest::state, and pl::state.
Referenced by add_player(), check_login(), command_delete(), command_passwd(), 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().
Unready an object for a player. This function does nothing if the object was not readied.
pl | player. |
ob | object to unready. |
Definition at line 4421 of file player.c.
References guildjoin::ob, range_none, range_size, pl::ranges, and pl::shoottype.
Referenced by become_follower(), do_forget_spell(), and remove_special_prayers().
int playername_ok | ( | const char * | cp | ) |
Is the player name valid.
cp | name to test. |
Definition at line 254 of file player.c.
Referenced by check_name(), and create_player_cmd().
void receive_play_again | ( | object * | op, |
char | key | ||
) |
Player replied to play again / disconnect.
op | player. |
key | received choice. |
Definition at line 948 of file player.c.
References socket_struct::account_name, add_friendly_object(), add_refcount(), add_string(), draw_ext_info(), FREE_AND_CLEAR_STR, get_name(), get_player(), castle_read::key, leave(), socket_struct::login_method, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN, give::name, NDI_UNIQUE, pl::ob, object_free_drop_inventory(), give::op, play_again(), player_set_state(), remove_friendly_object(), send_account_players(), set_first_map(), pl::socket, and ST_GET_NAME.
Referenced by play_again(), and reply_cmd().
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. This function will descend into containers.
op | object to start the search from. |
env | top-level container, should be in a map if free_items is 0, unused if free_items is 1. |
free_items | if set, unpaid items are freed, else they are inserted in the same map as env. |
Definition at line 3182 of file player.c.
References env, FLAG_UNPAID, FOR_OB_AND_BELOW_FINISH, FOR_OB_AND_BELOW_PREPARE, object_free_drop_inventory(), object_insert_in_map_at(), object_remove(), give::op, and QUERY_FLAG.
Referenced by check_login(), execute_word_of_recall(), and kill_player_not_permadeath().
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Remove confusion, disease, and poison on death. Used in battleground not-death and non-perma-death
Abstracted out to its own function to de-spaghettify the death code a little
op | The player object being killed. Assumes that the object is a player, but does not check |
Definition at line 3425 of file player.c.
References arch_present_in_ob(), cure_disease(), draw_ext_info(), find_archetype(), MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, NDI_UNIQUE, object_free_drop_inventory(), object_remove(), give::op, and Ice::tmp.
Referenced by kill_player(), and kill_player_not_permadeath().
void roll_again | ( | object * | op | ) |
Ask the player what to do with the statistics.
op | player. |
Definition at line 1128 of file player.c.
References CS_QUERY_SINGLECHAR, esrv_new_player(), i18n(), give::op, and send_query().
Referenced by add_player(), and receive_player_password().
int roll_stat | ( | void | ) |
This rolls four 1-6 rolls and sums the best 3 of the 4.
Definition at line 1030 of file player.c.
References RANDOM.
Referenced by roll_stats().
void roll_stats | ( | object * | op | ) |
Roll the initial player's statistics.
op | player to roll for. |
Definition at line 1054 of file player.c.
References fix_object(), give::op, roll_stat(), Settings::roll_stat_points, and settings.
Referenced by get_player(), and key_roll_stat().
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Can the player be saved by an item?
op | player to try to save. |
1 | player had his life saved by an item, first item saving life is removed. |
0 | player had no life-saving item. |
Definition at line 3139 of file player.c.
References CLEAR_FLAG, draw_ext_info_format(), enter_player_savebed(), fix_object(), FLAG_LIFESAVE, llevError, LOG(), MAX_BUF, MAX_FOOD, MSG_TYPE_ITEM, MSG_TYPE_ITEM_REMOVE, give::name, NDI_UNIQUE, object_find_by_flag_applied(), object_free_drop_inventory(), object_remove(), give::op, play_sound_map(), QUERY_FLAG, query_name(), SOUND_TYPE_ITEM, and Ice::tmp.
Referenced by kill_player().
void send_news | ( | const object * | op | ) |
Send the news to a player.
op | player to send to. |
Definition at line 203 of file player.c.
References buf, Settings::confdir, draw_ext_info_format(), HUGE_BUF, llevDebug, LOG(), MAX_BUF, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, NDI_GREEN, NDI_UNIQUE, Settings::news, give::op, safe_strcat(), safe_strncpy, settings, and strip_endline().
Referenced by add_player(), and command_news().
void send_rules | ( | const object * | op | ) |
Send the rules to a player.
op | player to send rules to. |
Definition at line 167 of file player.c.
References buf, Settings::confdir, draw_ext_info(), HUGE_BUF, llevDebug, LOG(), MAX_BUF, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, NDI_GREEN, NDI_UNIQUE, give::op, Settings::rules, safe_strcat(), and settings.
Referenced by add_player(), and command_rules().
void set_first_map | ( | object * | op | ) |
This loads the first map an puts the player on it.
op | player to put on map. |
Definition at line 401 of file player.c.
References enter_player_maplevel(), first_map_path, and give::op.
Referenced by add_player(), and receive_play_again().
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This copies the data from the socket into the player structure. Originally written to separate this logic from add_player() so new character method could use it, but that did not work out, but still a good thing to have this separate.
p | The target player object to copy the data into |
ns | the socket structure to copy. |
Definition at line 420 of file player.c.
References account_char_free(), socket_struct::account_chars, socket_struct::account_name, socket_struct::faces_sent, fatal(), socket_struct::host, socket_struct::inbuf, OUT_OF_MEMORY, pl::socket, SockList_ResetRead(), and strdup_local.
Referenced by add_player().
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Is direction a similar to direction b? Find out in this exciting function below.
a | |
b | directions to compare. |
Definition at line 2251 of file player.c.
References disinfect::a, and Ice::b.
Referenced by player_fire_bow().
int stand_near_hostile | ( | object * | who | ) |
Determine if who is standing near a hostile creature.
who | object to check. |
Definition at line 4046 of file player.c.
References FLAG_FRIENDLY, FLAG_MONSTER, FLAG_UNAGGRESSIVE, FLAG_WIZ, FOR_MAP_FINISH, FOR_MAP_PREPARE, freearr_x, freearr_y, get_map_flags(), GET_MAP_MOVE_BLOCK, m, OB_TYPE_MOVE_BLOCK, P_OUT_OF_MAP, PLAYER, QUERY_FLAG, Ice::tmp, autojail::who, diamondslots::x, and diamondslots::y.
Referenced by attempt_hide().
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Player finishes selecting what stats to swap.
op | player. |
swap_second | second statistic to swap. |
Definition at line 1142 of file player.c.
References draw_ext_info_format(), fix_object(), get_attr_value(), llevError, LOG(), MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_NEWPLAYER, NDI_UNIQUE, give::op, set_attr_value(), short_stat_name, and Ice::tmp.
Referenced by key_roll_stat().
Turn a transport to an adjacent direction (+1 or -1), updating the move_type flags in the same process.
transport | what to turn. Must be of type TRANSPORT. |
captain | who wants to turn the boat. |
dir | direction to turn to. |
Definition at line 2820 of file player.c.
References animate_object(), obj::direction, pl::do_los, esrv_map_scroll(), obj::facing, FOR_INV_FINISH, FOR_INV_PREPARE, freearr_x, freearr_y, socket_struct::look_position, obj::map, ob_blocked(), object_insert_in_map_at(), object_remove(), PLAYER, pl::socket, TRANSPORT, obj::type, socket_struct::update_look, update_transport_block(), diamondslots::x, obj::x, diamondslots::y, and obj::y.
Referenced by turn_transport().
Try to turn a transport in the desired direction. This takes into account transports that turn and don't occupy the same space depending on the direction it is facing. The transport MUST be a square for it to turn correctly when adjusting tile occupation.
transport | what to turn. Must be of type TRANSPORT. |
captain | who wants to turn the boat. |
dir | direction to turn to. |
Definition at line 2890 of file player.c.
References absdir(), animate_object(), obj::direction, obj::facing, FLAG_ANIMATE, object_value_set(), QUERY_FLAG, TRANSPORT, turn_one_transport(), and obj::type.
Referenced by face_player(), and move_player().
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Update the move_type of a transport based on the direction. The transport MUST be square. Depending on the direction, the right column of tiles or the bottom line of tiles will have a move_type of 0.
transport | what to update. |
dir | direction to update flags for. |
Definition at line 2775 of file player.c.
References obj::more, obj::move_type, object_get_multi_size(), diamondslots::x, and diamondslots::y.
Referenced by turn_one_transport().