89 lines
2.5 KiB
C
89 lines
2.5 KiB
C
/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2007 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail to crossfire-devel@real-time.com
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*/
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#include <global.h>
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#include <ob_methods.h>
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#include <ob_types.h>
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#include <sounds.h>
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#include <sproto.h>
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/** @file
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* Legacy implementation of apply-related methods.
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*/
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/**
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* Main apply handler.
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*
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* Checks for unpaid items before applying.
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*
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* Return value:
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* 0: player or monster can't apply objects of that type
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* 1: has been applied, or there was an error applying the object
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* 2: objects of that type can't be applied if not in inventory
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*
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* op is the object that is causing object to be applied, tmp is the object
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* being applied.
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*
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* aflag is special (always apply/unapply) flags. Nothing is done with
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* them in this function - they are passed to apply_special
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*/
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method_ret legacy_ob_apply(ob_methods *context, object *op, object *applier, int aflags) {
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switch (op->type) {
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/* Eneq(at)(csd.uu.se): Handle apply on containers. */
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case CLOSE_CON:
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if (applier->type == PLAYER)
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legacy_apply_container(applier, op->env);
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return METHOD_OK;
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case CONTAINER:
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if (applier->type == PLAYER)
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legacy_apply_container(applier, op);
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return METHOD_OK;
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case WEAPON:
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case ARMOUR:
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case BOOTS:
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case GLOVES:
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case AMULET:
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case GIRDLE:
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case BRACERS:
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case SHIELD:
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case HELMET:
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case RING:
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case CLOAK:
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case WAND:
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case ROD:
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case HORN:
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case SKILL:
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case BOW:
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case BUILDER:
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case SKILL_TOOL:
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if (op->env != applier)
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return METHOD_ERROR; /* not in inventory */
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(void)apply_special(applier, op, aflags);
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return METHOD_OK;
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default:
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return METHOD_UNHANDLED;
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}
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}
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