summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/fight.cc
diff options
context:
space:
mode:
authorRobert Vollmert <rvollmert@gmx.net>2009-10-24 12:42:13 +0200
committerRobert Vollmert <rvollmert@gmx.net>2009-10-24 14:31:30 +0200
commit394fb595f6d03fa9d266ed28726975e0b59bc798 (patch)
tree3a84b6c9ced49b07af9212a3447770ae53897ed5 /crawl-ref/source/fight.cc
parentea81f9787b7cba7a18ec7c098fcd0fe37fe7daef (diff)
downloadcrawl-ref-394fb595f6d03fa9d266ed28726975e0b59bc798.tar.gz
crawl-ref-394fb595f6d03fa9d266ed28726975e0b59bc798.zip
Extract newgame character restrictions from newgame.cc.
The functions in the new ng-restr.cc are "pure": They don't access global state; data is passed in via the new and incomplete newgame_def. Eventually, new_game should be split into something like newgame_def choose_game(); that doesn't access "you", and void setup_game(newgame_def); that sets up the player. Also get rid of player_size in favour of player::body_size. Rename player_size_type to size_part_type since it's not really player-specific (used in actor::body_size). Move parts of player_genus, player::has_claws, body_size out into species.cc.
Diffstat (limited to 'crawl-ref/source/fight.cc')
-rw-r--r--crawl-ref/source/fight.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index a1d8bbc914..f544fbd617 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -4014,7 +4014,7 @@ int melee_attack::player_calc_base_weapon_damage()
// effective.
if (shield && weapon->base_type == OBJ_WEAPONS
&& weapon_skill(*weapon) == SK_STAVES
- && hands_reqd(*weapon, player_size()) == HANDS_HALF)
+ && hands_reqd(*weapon, you.body_size()) == HANDS_HALF)
{
damage /= 2;
}
@@ -5479,7 +5479,7 @@ int weapon_str_weight( object_class_type wpn_class, int wpn_type )
int ret;
const int wpn_skill = weapon_skill( wpn_class, wpn_type );
- const int hands = hands_reqd( wpn_class, wpn_type, player_size() );
+ const int hands = hands_reqd( wpn_class, wpn_type, you.body_size() );
// These are low values, because we'll be adding some bonus to the
// larger weapons later. Remember also that 1-1/2-hand weapons get
@@ -5550,7 +5550,7 @@ static inline int player_weapon_str_weight()
int ret = weapon_str_weight(weapon->base_type, weapon->sub_type);
- if (hands_reqd(*weapon, player_size()) == HANDS_HALF && !you.shield())
+ if (hands_reqd(*weapon, you.body_size()) == HANDS_HALF && !you.shield())
ret += 1;
return (ret);