Crossfire Server, Trunk
apply.c File Reference
#include "global.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "living.h"
#include "skills.h"
#include "sounds.h"
#include "spells.h"
#include "sproto.h"
#include "tod.h"
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Go to the source code of this file.

Functions

int apply_auto (object *op)
 
void apply_auto_fix (mapstruct *m)
 
int apply_by_living (object *pl, object *op, int aflag, int quiet)
 
void apply_by_living_below (object *pl)
 
int apply_can_apply_object (const object *who, const object *op)
 
void apply_changes_to_player (object *pl, object *change, int limit_stats)
 
static int apply_check_apply_restrictions (object *who, object *op, int aflags)
 
static int apply_check_item_power (const object *who, const object *op, int aflags)
 
static int apply_check_owner (const object *who, const object *op, int aflags)
 
static int apply_check_personalized_blessings (object *who, const object *op)
 
static int apply_check_race_restrictions (object *who, object *item)
 
int apply_check_weapon_power (const object *who, int improves)
 
int apply_container (object *op, object *sack, int aflags)
 
void apply_handle_yield (object *tmp)
 
int apply_manual (object *op, object *tmp, int aflag)
 
int apply_special (object *who, object *op, int aflags)
 
static void apply_update_ranged_skill (const object *who, object *op, int aflags)
 
static void auto_apply_fix_inventory (mapstruct *m, object *tmp)
 
void do_forget_spell (object *op, const char *spell)
 
void do_learn_spell (object *op, object *spell, int special_prayer)
 
static objectget_item_from_body_location (object *start, int loc)
 
void scroll_failure (object *op, int failure, int power)
 
int set_object_face_main (object *op)
 
static int set_object_face_other (object *op)
 
int should_director_abort (const object *op, const object *victim)
 
int transport_can_hold (const object *transport, const object *op, int nrof)
 
static int unapply_for_ob (object *who, object *op, int aflags)
 
static int unapply_special (object *who, object *op, int aflags)
 

Detailed Description

Handles objects being applied, and their effect.

Definition in file apply.c.

Function Documentation

◆ apply_auto()

int apply_auto ( object op)

Map was just loaded, handle op's initialization.

Generates shop floor's item, and treasures.

Parameters
opobject to initialize.
Returns
1 if object was initialized, 0 else.

Definition at line 1400 of file apply.c.

References CLEAR_FLAG, create_treasure(), FLAG_AUTO_APPLY, FLAG_BLESSED, FLAG_CURSED, FLAG_DAMNED, FLAG_IS_A_TEMPLATE, FLAG_UNPAID, FOR_INV_FINISH, FOR_INV_PREPARE, FREE_OBJ_NO_DESTROY_CALLBACK, generate_treasure(), GT_ENVIRONMENT, GT_ONLY_GOOD, HAS_RANDOM_ITEMS, identify(), MAX, object_free(), object_free_drop_inventory(), object_insert_in_map_at(), object_insert_in_ob(), object_remove(), give::op, QUERY_FLAG, SET_FLAG, SHOP_FLOOR, Ice::tmp, and TREASURE.

Referenced by apply_auto_fix(), and auto_apply_fix_inventory().

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◆ apply_auto_fix()

void apply_auto_fix ( mapstruct m)

Go through the entire map (only the first time when an original map is loaded) and performs special actions for certain objects (most initialization of chests and creation of treasures and stuff). Calls apply_auto() if appropriate.

Parameters
mmap to fix.

Definition at line 1523 of file apply.c.

References apply_auto(), auto_apply_fix_inventory(), check_trigger(), CLASS, CONTAINER, create_treasure(), FLAG_AUTO_APPLY, FLAG_IS_LINKED, FLAG_MONSTER, FOR_MAP_FINISH, FOR_MAP_PREPARE, HAS_RANDOM_ITEMS, HEAD, m, MAP_HEIGHT, MAP_WIDTH, monster_check_apply_all(), object_update_speed(), PLAYER, PLAYER_CHANGER, QUERY_FLAG, SPELL, TIMED_GATE, Ice::tmp, TREASURE, TRIGGER_BUTTON, TRIGGER_PEDESTAL, diamondslots::x, and diamondslots::y.

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◆ apply_by_living()

int apply_by_living ( object pl,
object op,
int  aflag,
int  quiet 
)

Living thing is applying an object.

Parameters
plobject causing op to be applied.
opobject being applied.
aflagspecial (always apply/unapply) flags. Nothing is done with them in this function - they are passed to apply_special().
quietif 1, suppresses the "don't know how to apply" and "you must get it first" messages as needed by apply_by_living_below(). There can still be "but you are floating high above the ground" messages.
Returns
  • 0: player or monster can't apply objects of that type
  • 1: has been applied, or there was an error applying the object
  • 2: objects of that type can't be applied if not in inventory

Definition at line 637 of file apply.c.

References apply_anim_suffix(), apply_manual(), draw_ext_info(), draw_ext_info_format(), FLAG_WAS_WIZ, FLAG_WIZ, MAX_BUF, METHOD_ERROR, METHOD_OK, METHOD_SILENT_ERROR, METHOD_UNHANDLED, MOVE_FLYING, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, give::name, NDI_UNIQUE, object_free(), object_remove(), give::op, play_sound_map(), PLAYER, QUERY_FLAG, query_name(), SOUND_TYPE_ITEM, and Ice::tmp.

Referenced by apply_by_living_below(), apply_cmd(), and command_apply().

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◆ apply_by_living_below()

void apply_by_living_below ( object pl)

Attempt to apply the object 'below' the player. If the player has an open container, we use that for below, otherwise we use the ground.

Parameters
plplayer.

Definition at line 695 of file apply.c.

References apply_by_living(), FLAG_IS_FLOOR, banquet::floors, FOR_OB_AND_BELOW_FINISH, FOR_OB_AND_BELOW_PREPARE, METHOD_OK, ob_apply(), QUERY_FLAG, Ice::tmp, TRANSPORT, pl::transport, and obj::type.

Referenced by cfapi_object_apply_below(), command_apply(), and knowledge_alchemy_attempt().

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◆ apply_can_apply_object()

int apply_can_apply_object ( const object who,
const object op 
)

Checks to see if 'who' can apply object 'op'.

Parameters
wholiving thing trying to apply op.
opobject applied.
Returns
0 if apply can be done without anything special. Otherwise returns a bitmask of CAN_APPLY_xxx - potentially several of these may be set, but largely depends on circumstance - in the future, processing may be pruned once we know some status (eg, once CAN_APPLY_NEVER is set, do we really are what the other flags may be?) See include/define.h for detailed description of the meaning of these return values.

Definition at line 1016 of file apply.c.

References obj::body_info, BOW, CAN_APPLY_NEVER, CAN_APPLY_RESTRICTION, CAN_APPLY_UNAPPLY, CAN_APPLY_UNAPPLY_CHOICE, CAN_APPLY_UNAPPLY_MULT, FABS, FLAG_USE_ARMOUR, FLAG_USE_BOW, FLAG_USE_RANGE, FLAG_USE_RING, FLAG_USE_SHIELD, FLAG_USE_WEAPON, get_item_from_body_location(), IS_ARMOR, IS_SHIELD, IS_WEAPON, NUM_BODY_LOCATIONS, object_find_by_type_applied(), give::op, PLAYER, QUERY_FLAG, RING, ROD, SHIELD, Ice::tmp, WAND, WEAPON, and autojail::who.

Referenced by apply_check_apply_restrictions(), and monster_check_apply().

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◆ apply_changes_to_player()

void apply_changes_to_player ( object pl,
object change,
int  limit_stats 
)

Applies (race) changes to a player.

Parameters
plobject to change.
changewhat kind of changes to apply. Should be of type CLASS.
limit_statsuses the AC_PLAYER_STAT defines from define.h: AC_PLAYER_STAT_LIMIT: Limit stats to racial maximum AC_PLAYER_STAT_NO_CHANGE: Do not make any stat adjustments

Definition at line 1668 of file apply.c.

References AC_PLAYER_STAT_LIMIT, AC_PLAYER_STAT_NO_CHANGE, animate::anim, obj::anim_suffix, animate_object(), buf, change_attr_value(), CHARISMA, CLASS, CLEAR_FLAG, obj::face, FLAG_ANIMATE, FLAG_USE_WEAPON, FORCE, GET_ANIM, get_attr_value(), give_initial_items(), MAX_BUF, NUM_STATS, object_find_by_name(), object_present_in_ob_by_name(), pl::orig_stats, QUERY_FLAG, obj::randomitems, rndm(), set_attr_value(), SET_FLAG, obj::stats, try_find_animation(), and obj::type.

Referenced by apply_race_and_class(), and player_changer_type_process().

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◆ apply_check_apply_restrictions()

static int apply_check_apply_restrictions ( object who,
object op,
int  aflags 
)
static

Checks for general apply restrictions (no body, prohibited by god, conflicts with other items, etc.)

Parameters
whothe object applying the item
opthe item being applied
aflagscombinaison of AP_xxx flags
Returns
whether applying is possible

Definition at line 1796 of file apply.c.

References AP_NOPRINT, AP_PRINT, apply_can_apply_object(), CAN_APPLY_NEVER, CAN_APPLY_RESTRICTION, CAN_APPLY_UNAPPLY_CHOICE, draw_ext_info(), draw_ext_info_format(), MAX_BUF, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BADBODY, MSG_TYPE_APPLY_PROHIBITION, MSG_TYPE_APPLY_UNAPPLY, NDI_UNIQUE, give::op, PLAYER, query_name(), unapply_always, unapply_for_ob(), unapply_never, unapply_nochoice, and autojail::who.

Referenced by apply_special().

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◆ apply_check_item_power()

static int apply_check_item_power ( const object who,
const object op,
int  aflags 
)
static

Checks for item power restrictions when applying an item.

Parameters
whothe object applying the item
opthe item being applied
aflagscombinaison of AP_xxx flags
Returns
whether applying is possible

Definition at line 1863 of file apply.c.

References AP_NOPRINT, draw_ext_info(), Settings::item_power_factor, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, NDI_UNIQUE, give::op, PLAYER, settings, and autojail::who.

Referenced by apply_special().

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◆ apply_check_owner()

static int apply_check_owner ( const object who,
const object op,
int  aflags 
)
static

Checks that the item's owner matches the applier. If the weapon does not have the name as the character, can't use it. (Ragnarok's sword attempted to be used by Foo: won't work).

Parameters
whothe object applying the item
opthe item being applied
aflagscombination of AP_xxx flags
Returns
whether applying is possible

Definition at line 1967 of file apply.c.

References AP_NOPRINT, draw_ext_info(), MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, NDI_UNIQUE, give::op, and autojail::who.

Referenced by apply_special().

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◆ apply_check_personalized_blessings()

static int apply_check_personalized_blessings ( object who,
const object op 
)
static

If personalized blessings are activated, the weapon can bite the wielder if he/she is not the one who initially blessed it. Chances of being hurt depend on the experience amount ("willpower") the object has, compared to the experience amount of the wielder.

Parameters
whothe object applying the item
opthe item being applied
Returns
whether applying is possible

Definition at line 1891 of file apply.c.

References draw_ext_info_format(), navar-midane_pickup::msg, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, MSG_TYPE_APPLY_SUCCESS, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, NDI_UNIQUE, object_get_value(), give::op, Settings::personalized_blessings, random_roll(), settings, and autojail::who.

Referenced by apply_special().

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◆ apply_check_race_restrictions()

static int apply_check_race_restrictions ( object who,
object item 
)
static

Checks if an item is restricted to a race. Non players and DMs can always apply.

Parameters
wholiving thing trying to apply an item.
itemitem being applied.
Returns
0 if item can't be applied, 1 else.

Definition at line 557 of file apply.c.

References buf, draw_ext_info_format(), FLAG_WIZ, MAX_BUF, MSG_TYPE_APPLY, MSG_TYPE_APPLY_PROHIBITION, NDI_UNIQUE, object_get_value(), PLAYER, QUERY_FLAG, query_name(), sstring, and autojail::who.

Referenced by apply_manual().

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◆ apply_check_weapon_power()

int apply_check_weapon_power ( const object who,
int  improves 
)

This checks to see of the player (who) is sufficient level to use a weapon with improves improvements (typically last_eat). We take an int here instead of the object so that the improvement code can pass along the increased value to see if the object is usable. we return 1 (true) if the player can use the weapon. See ../types/weapon_improver/weapon_improver.c

Parameters
wholiving to check
improvesimprovement level.
Returns
1 if who can use the item, 0 else.

Definition at line 1131 of file apply.c.

References autojail::who.

Referenced by apply_special(), and improve_weapon().

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◆ apply_container()

int apply_container ( object op,
object sack,
int  aflags 
)

Handle apply on containers. This is for containers that are applied by a player, whether in inventory or on the ground: eg, sacks, luggage, etc.

Moved to own function and added many features [Tero.Haatanen(at)lut.fi] This version is for client/server mode.

Reminder - there are three states for any container - closed (non applied), applied (not open, but objects that match get tossed into it), and open (applied flag set, and op->container points to the open container)

Parameters
opplayer.
sackcontainer the player is opening or closing.
aflagscombination of Flags for apply_special(). flags.
Returns
1 if an object is applied somehow or another, 0 if error/no apply
Author
Eneq(at)(csd.uu.se)

Definition at line 222 of file apply.c.

References AP_APPLY, AP_NULL, AP_OPEN, AP_UNAPPLY, CLEAR_FLAG, CONTAINER, draw_ext_info_format(), obj::env, esrv_send_inventory(), esrv_send_item(), esrv_update_item(), EVENT_CLOSE, events_execute_object_event(), find_key(), FLAG_APPLIED, obj::head, INS_NO_MERGE, llevError, LOG(), obj::map, MAX_BUF, obj::more, MOVE_ALL, obj::move_off, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, MSG_TYPE_APPLY_SUCCESS, MSG_TYPE_APPLY_UNAPPLY, obj::name, NDI_UNIQUE, obj::nrof, object_insert_in_map_at(), object_insert_in_ob(), object_split(), object_was_destroyed, give::op, PLAYER, QUERY_FLAG, query_name(), SCRIPT_FIX_ALL, SET_FLAG, set_object_face_main(), set_object_face_other(), obj::slaying, Ice::tmp, obj::type, UPD_FACE, UPD_FLAGS, obj::x, and obj::y.

Referenced by container_type_move_on(), legacy_ob_apply(), and loot_object().

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◆ apply_handle_yield()

void apply_handle_yield ( object tmp)

This checks whether the object has a "on_use_yield" field, and if so generated and drops matching item.

Parameters
tmpitem that was applied.

Definition at line 122 of file apply.c.

References create_archetype(), drop(), INS_BELOW_ORIGINATOR, object_get_value(), object_insert_in_map_at(), object_insert_in_ob(), and Ice::tmp.

Referenced by food_type_apply(), poison_type_apply(), and potion_type_apply().

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◆ apply_manual()

int apply_manual ( object op,
object tmp,
int  aflag 
)

Main apply handler.

Checks for unpaid items before applying.

Parameters
opobject causing tmp to be applied.
tmpobject being applied.
aflagspecial (always apply/unapply) flags. Nothing is done with them in this function - they are passed to apply_special().
Returns
  • 0: player or monster can't apply objects of that type
  • 1: has been applied, or there was an error applying the object
  • 2: objects of that type can't be applied if not in inventory

Definition at line 597 of file apply.c.

References apply_check_race_restrictions(), draw_ext_info(), FLAG_APPLIED, FLAG_UNPAID, HEAD, METHOD_SILENT_ERROR, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, NDI_UNIQUE, ob_apply(), give::op, play_sound_player_only(), PLAYER, QUERY_FLAG, SOUND_TYPE_ITEM, and Ice::tmp.

Referenced by apply_by_living(), cfapi_object_apply(), give_initial_items(), lightable_type_apply(), monster_apply_below(), monster_check_apply(), monster_use_scroll(), polymorph_living(), transmute_item_to_flower(), and write_scroll().

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◆ apply_special()

int apply_special ( object who,
object op,
int  aflags 
)

Apply an object.

This function doesn't check for unpaid items, but check other restrictions.

Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)

Parameters
whoobject using op. It can be a monster.
opobject being used. Should be an equipment type item, eg, one which you put on and keep on for a while, and not something like a potion or scroll.
aflagscombination of AP_xxx flags.
Returns
1 if the action could not be completed, 0 on success. However, success is a matter of meaning - if the user passes the 'apply' flag to an object already applied, nothing is done, and 0 is returned.

Definition at line 1156 of file apply.c.

References AMULET, AP_APPLY, AP_BASIC_FLAGS, AP_IGNORE_CURSE, AP_NOPRINT, AP_UNAPPLY, apply_check_apply_restrictions(), apply_check_item_power(), apply_check_owner(), apply_check_personalized_blessings(), apply_check_weapon_power(), apply_update_ranged_skill(), ARMOUR, BOOTS, BOW, BRACERS, BUILDER, change_abil(), change_skill(), CLOAK, draw_ext_info(), draw_ext_info_format(), esrv_update_item(), find_skill_by_name(), fix_object(), FLAG_APPLIED, FLAG_BEEN_APPLIED, FLAG_CURSED, FLAG_DAMNED, FLAG_KNOWN_CURSED, FLAG_READY_BOW, FLAG_READY_RANGE, FLAG_READY_SKILL, FLAG_READY_WEAPON, GIRDLE, GLOVES, HELMET, llevError, LOG(), MAX_BUF, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, MSG_TYPE_APPLY_ERROR, MSG_TYPE_APPLY_SUCCESS, MSG_TYPE_APPLY_UNAPPLY, NDI_UNIQUE, object_insert_in_ob(), object_split(), give::op, PLAYER, QUERY_FLAG, query_name(), range_bow, range_builder, range_misc, RING, ROD, SET_FLAG, SHIELD, SKILL, SKILL_TOOL, Ice::tmp, unapply_special(), UPD_FLAGS, UPD_NAME, UPD_NROF, UPD_WEIGHT, nlohmann::detail::void(), WAND, WEAPON, and autojail::who.

Referenced by adjust_skill_tool(), attack_hth(), change_skill(), drop_object(), find_throw_ob(), improve_armour(), improve_weapon(), legacy_ob_apply(), put_object_in_sack(), and stop_using_item().

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◆ apply_update_ranged_skill()

static void apply_update_ranged_skill ( const object who,
object op,
int  aflags 
)
static

Updates ranged skill information.

Parameters
whothe object applying the item
opthe item being applied
aflagscombination of AP_xxx flags

Definition at line 1993 of file apply.c.

References AP_NOPRINT, draw_ext_info_format(), MAX_BUF, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, NDI_UNIQUE, give::op, PLAYER, query_name(), range_skill, and autojail::who.

Referenced by apply_special().

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◆ auto_apply_fix_inventory()

static void auto_apply_fix_inventory ( mapstruct m,
object tmp 
)
static

Go through one object on a map and process any special treasure creation or such for anything in it's inventory. Recurse through any inventory objects that have inventories of their own. This is only called by auto_apply_fix() below and by itself for recursion.

Parameters
mmap to fix (only for the difficulty level for treasure creation)
tmpobject with inventory to scan

Definition at line 1465 of file apply.c.

References ALTAR, apply_auto(), CLASS, create_treasure(), FIREWALL, FLAG_AUTO_APPLY, FOR_INV_FINISH, FOR_INV_PREPARE, HAS_RANDOM_ITEMS, m, POTION, QUERY_FLAG, ROD, SCROLL, SPELL, SPELLBOOK, Ice::tmp, TREASURE, and WAND.

Referenced by apply_auto_fix().

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◆ do_forget_spell()

void do_forget_spell ( object op,
const char *  spell 
)

Erases spell from player's inventory. Will inform player of loss.

Parameters
opplayer.
spellspell name to forget.

Definition at line 525 of file apply.c.

References check_spell_known(), draw_ext_info_format(), esrv_remove_spell(), llevError, LOG(), MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, NDI_NAVY, NDI_UNIQUE, object_free(), object_remove(), give::op, PLAYER, and player_unready_range_ob().

Referenced by cfapi_object_forget_spell(), command_forget_spell(), and spellbook_type_apply().

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◆ do_learn_spell()

void do_learn_spell ( object op,
object spell,
int  special_prayer 
)

Actually makes op learn spell. Informs player of new spell and binding.

Parameters
opplayer who'll learn the spell.
spellspell to learn.
special_prayer1 for god-given prayer, 0 else.

Definition at line 484 of file apply.c.

References check_spell_known(), draw_ext_info_format(), esrv_add_spells(), FLAG_STARTEQUIP, llevError, LOG(), MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, obj::name, NDI_UNIQUE, object_copy(), object_insert_in_ob(), object_new(), give::op, play_sound_player_only(), PLAYER, QUERY_FLAG, SET_FLAG, SOUND_TYPE_SPELL, and Ice::tmp.

Referenced by cfapi_object_learn_spell(), command_learn_spell_or_prayer(), dragon_ability_gain(), god_intervention(), and spellbook_type_apply().

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◆ get_item_from_body_location()

static object* get_item_from_body_location ( object start,
int  loc 
)
static

Returns the object that is using body location 'loc'. Note that 'start' is the first object to start examine - we then go through the below of this. In this way, you can do something like: tmp = get_item_from_body_location(who->inv, 1); if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); to find the second object that may use this location, etc.

Don't return invisible objects unless they are skill objects. Invisible other objects that use up body locations can be used as restrictions.

Parameters
startobject to start from.
locbody position to search. Must be between 0 and NUM_BODY_LOCATIONS-1.
Returns
object at position, NULL if none.

Definition at line 878 of file apply.c.

References FLAG_APPLIED, FOR_OB_AND_BELOW_FINISH, FOR_OB_AND_BELOW_PREPARE, QUERY_FLAG, SKILL, and Ice::tmp.

Referenced by apply_can_apply_object(), and unapply_for_ob().

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◆ scroll_failure()

void scroll_failure ( object op,
int  failure,
int  power 
)

op made some mistake with a scroll, this takes care of punishment. scroll_failure()- hacked directly from spell_failure

If settings.spell_failure_effects is FALSE, the only nasty things that can happen are weird spell cast, or mana drain.

Parameters
opwho failed.
failurewhat kind of nasty things happen.
powerthe higher the value, the worse the thing that happens.

Definition at line 1597 of file apply.c.

References blind_living(), cast_magic_storm(), cast_wonder(), confuse_living(), create_archetype(), draw_ext_info(), FREE_OBJ_NO_DESTROY_CALLBACK, LOOSE_MANA, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, NDI_UNIQUE, object_free(), give::op, paralyze_living(), PREFER_LOW, random_roll(), settings, Settings::spell_failure_effects, SPELL_WONDER, Ice::tmp, and TRUE.

Referenced by scroll_type_apply(), and spellbook_type_apply().

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◆ set_object_face_main()

int set_object_face_main ( object op)

Makes an object's face the main face, which is supposed to be the "closed" one.

Sets an object's face to the 'face' in the archetype. Meant for showing containers opening and closing.

Parameters
opObject to set face on
Returns
TRUE if face changed

Definition at line 146 of file apply.c.

References FALSE, object_get_value(), give::op, sstring, TRUE, and try_find_face().

Referenced by apply_container(), and put_object_in_sack().

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◆ set_object_face_other()

static int set_object_face_other ( object op)
static

Makes an object's face the other_arch face, supposed to be the "opened" one.

Sets an object's face to the other_arch 'face'. Meant for showing containers opening and closing.

Parameters
opObject to set face on
Returns
TRUE if face changed

Definition at line 173 of file apply.c.

References archt::clone, obj::face, FALSE, object_get_value(), object_set_value(), give::op, obj::other_arch, sstring, TRUE, and try_find_face().

Referenced by apply_container().

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◆ should_director_abort()

int should_director_abort ( const object op,
const object victim 
)

Check if op should abort moving victim because of it's race or slaying.

Parameters
opdetector or equivalent we're testing. Note that its type is not checked.
victimobject trying to move on op.
Returns
1 if it should abort, 0 if it should continue.

Definition at line 68 of file apply.c.

References DOOR, give::op, and reputation::victim.

Referenced by director_type_move_on(), move_player_mover(), and player_mover_type_move_on().

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◆ transport_can_hold()

int transport_can_hold ( const object transport,
const object op,
int  nrof 
)

Can transport hold object op? This is a pretty trivial function, but in the future, possible transport may have more restrictions or weight reduction like containers

Parameters
transporttransport to check.
opobject we're trying to insert.
nrofnumber of op.
Returns
1 if can hold, 0 else.

Definition at line 54 of file apply.c.

References obj::carrying, give::op, and obj::weight_limit.

Referenced by esrv_move_object(), put_object_in_sack(), and transport_type_apply().

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◆ unapply_for_ob()

static int unapply_for_ob ( object who,
object op,
int  aflags 
)
static

Remove equipment so an object can be applied.

This should only be called when it is known that there are objects to unapply. This makes pretty heavy use of get_item_from_body_location(). It makes no intelligent choice on objects - rather, the first that matched is used.

if aflags has AP_PRINT set, we instead print out what to unapply instead of doing it. This is a lot less code than having another function that does just that.

Parameters
wholiving trying to apply op.
opobject being applied.
aflagscombination of AP_xxx flags.
Returns
0 on success, 1 if there is some problem.

Definition at line 915 of file apply.c.

References AP_IGNORE_CURSE, AP_NOPRINT, AP_PRINT, draw_ext_info(), draw_ext_info_format(), FLAG_APPLIED, FLAG_CURSED, FLAG_DAMNED, FOR_INV_FINISH, FOR_INV_PREPARE, get_item_from_body_location(), MAX_BUF, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY, give::name, NDI_UNIQUE, NUM_BODY_LOCATIONS, give::op, QUERY_FLAG, query_name(), SHIELD, Ice::tmp, unapply_special(), WEAPON, and autojail::who.

Referenced by apply_check_apply_restrictions().

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◆ unapply_special()

static int unapply_special ( object who,
object op,
int  aflags 
)
static

Unapplies specified item. No check done on cursed/damned. Break this out of apply_special() - this is just done to keep the size of apply_special() to a more manageable size.

Parameters
wholiving that has op removed.
opobject.
aflagscombination of AP_xxx flags.
Returns
0.

Definition at line 751 of file apply.c.

References AMULET, AP_NO_MERGE, AP_NOPRINT, ARMOUR, BOOTS, BOW, BRACERS, BUILDER, change_abil(), CLEAR_FLAG, clear_skill(), CLOAK, draw_ext_info_format(), esrv_update_item(), fix_object(), FLAG_APPLIED, FLAG_READY_BOW, FLAG_READY_RANGE, FLAG_READY_SKILL, FLAG_READY_WEAPON, GIRDLE, GLOVES, HELMET, LAMP, llevError, LOG(), MAX_BUF, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY, give::name, NDI_UNIQUE, object_merge(), give::op, PLAYER, query_name(), range_builder, range_none, range_skill, RING, ROD, SHIELD, SKILL, SKILL_TOOL, Ice::tmp, UPD_FLAGS, nlohmann::detail::void(), WAND, WEAPON, and autojail::who.

Referenced by apply_special(), and unapply_for_ob().

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