/*
    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)
            (void)apply_container(applier, op->env, aflags);
        return METHOD_OK;

    case CONTAINER:
        if (applier->type == PLAYER)
            (void)apply_container(applier, op, aflags);
        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 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;
    }
}
