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authorharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2008-10-12 01:49:12 +0000
committerharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2008-10-12 01:49:12 +0000
commitaf9d6c8e0e2e3f58d255449716ad7875cde5ae07 (patch)
tree1a2d6ffcad7f74d1fbebaa349233928bd60d8d2e /crawl-ref/source/fight.cc
parent192cbf9887aae64c3ef02cde310ee3175a0d4fb5 (diff)
downloadcrawl-ref-af9d6c8e0e2e3f58d255449716ad7875cde5ae07.tar.gz
crawl-ref-af9d6c8e0e2e3f58d255449716ad7875cde5ae07.zip
General code improvements.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7220 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/fight.cc')
-rw-r--r--crawl-ref/source/fight.cc17
1 files changed, 7 insertions, 10 deletions
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index 314b1bad7f..913119784c 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -193,9 +193,9 @@ int calc_heavy_armour_penalty( bool random_factor )
int heavy_armour = 0;
// heavy armour modifiers for shield borne
- if (you.equip[EQ_SHIELD] != -1)
+ if (you.shield())
{
- switch (you.inv[you.equip[EQ_SHIELD]].sub_type)
+ switch (you.shield()->sub_type)
{
case ARM_SHIELD:
if (you.skills[SK_SHIELDS] < maybe_random2(7, random_factor))
@@ -4261,22 +4261,19 @@ int weapon_str_weight( object_class_type wpn_class, int wpn_type )
// Returns a value from 0 to 10 representing the weight of strength to
// dexterity for the players currently wielded weapon.
-static inline int player_weapon_str_weight( void )
+static inline int player_weapon_str_weight()
{
- const int weapon = you.equip[ EQ_WEAPON ];
+ const item_def* weapon = you.weapon();
// unarmed, weighted slightly towards dex -- would have been more,
// but then we'd be punishing Trolls and Ghouls who are strong and
// get special unarmed bonuses.
- if (weapon == -1)
+ if (!weapon)
return (4);
- int ret = weapon_str_weight( you.inv[weapon].base_type, you.inv[weapon].sub_type );
-
- const bool shield = (you.equip[EQ_SHIELD] != -1);
- const int hands = hands_reqd(you.inv[weapon], player_size());
+ int ret = weapon_str_weight(weapon->base_type, weapon->sub_type);
- if (hands == HANDS_HALF && !shield)
+ if (hands_reqd(*weapon, player_size()) == HANDS_HALF && !you.shield())
ret += 1;
return (ret);