server-1.12/types/legacy/apply.c

89 lines
2.5 KiB
C

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