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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-23 21:46:25 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-23 21:46:25 +0000
commit4199cb903775df050465148d7ade49daf09fac39 (patch)
tree80945903f518f9711e28c413438e51d9890473d8 /crawl-ref/source/effects.cc
parent9e511702e814c94093bb77ae460f8be8b7a49b16 (diff)
downloadcrawl-ref-4199cb903775df050465148d7ade49daf09fac39.tar.gz
crawl-ref-4199cb903775df050465148d7ade49daf09fac39.zip
Add a weapon enchantment blessing that will enchant a monster's weapon
by two points (either this or armor enchantment blessing can occur, with 5% rarity). Whether to-hit or to-damage is chosen is random. Split handling of weapon enchantment into enchant_weapon() for the generic item routines, and handle_enchant_weapon() for the player-specific routines. Furthermore, make enchant_weapon() and enchant_armour() more similar in terms of structure. Also, in bless_follower(), store the blessing description and monster name in std::strings instead of const char*'s. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3839 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r--crawl-ref/source/effects.cc6
1 files changed, 2 insertions, 4 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index fddc3d2efd..257e58e237 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -1715,18 +1715,16 @@ bool recharge_wand(int item_slot)
item_def &wand = you.inv[ item_slot ];
if (wand.base_type == OBJ_WEAPONS
- && !is_random_artefact( wand )
- && !is_fixed_artefact( wand )
&& get_weapon_brand( wand ) == SPWPN_ELECTROCUTION)
{
// might fail because of already high enchantment
- if (enchant_weapon( ENCHANT_TO_DAM, false, item_slot ))
+ if ( enchant_weapon( ENCHANT_TO_DAM, false, wand ))
{
you.wield_change = true;
if (!item_ident(wand, ISFLAG_KNOW_TYPE))
set_ident_flags(wand, ISFLAG_KNOW_TYPE);
-
+
return (true);
}
return (false);