uses an item in the inventory (returns false if the item doesn't exist)
| 691 | |
| 692 | // uses an item in the inventory (returns false if the item doesn't exist) |
| 693 | bool Inventory::Use(int type, int id, object *parent) { |
| 694 | inven_item *node; |
| 695 | |
| 696 | node = FindItem(type, id); |
| 697 | |
| 698 | if (!node) |
| 699 | return false; |
| 700 | |
| 701 | if (!(node->iflags & INVF_USEABLE)) |
| 702 | return false; |
| 703 | |
| 704 | bool multiplayer = (bool)((Game_mode & GM_MULTI) != 0); |
| 705 | bool client; |
| 706 | bool server; |
| 707 | bool ret = false; |
| 708 | |
| 709 | if (multiplayer) { |
| 710 | if (Netgame.local_role & LR_SERVER) { |
| 711 | client = false; |
| 712 | server = true; |
| 713 | } else { |
| 714 | client = true; |
| 715 | server = false; |
| 716 | } |
| 717 | } else { |
| 718 | client = false; |
| 719 | server = false; |
| 720 | } |
| 721 | |
| 722 | if (client) { |
| 723 | // OK, we're a client in a multiplayer game, so send a request to the server to use this Item |
| 724 | SendRequestToServerToUse(node->type, node->id); |
| 725 | |
| 726 | return false; |
| 727 | } |
| 728 | |
| 729 | // If we got here, then we are either the server in a multiplayer game, or in a single player game |
| 730 | |
| 731 | // get player object (needed when we recreate the object) |
| 732 | object *player; |
| 733 | ASSERT(parent); |
| 734 | player = parent; |
| 735 | |
| 736 | if (player == NULL) { |
| 737 | Int3(); |
| 738 | return false; |
| 739 | } |
| 740 | |
| 741 | // if type is OBJ_WEAPON then it's a countermeasure |
| 742 | if (type == OBJ_WEAPON) { |
| 743 | mprintf(0, "CounterMeasures: Use\n"); |
| 744 | // countermeasure |
| 745 | CreateCountermeasureFromObject(player, id); |
| 746 | Remove(node->type, node->id); |
| 747 | ret = true; |
| 748 | } else { |
| 749 | mprintf(0, "Inventory: Use\n"); |
| 750 | // regular |
no test coverage detected