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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-09 16:17:48 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-09 16:17:48 +0000
commit7b7a36d0531a016ba81520bec2a4a4177e2ca8ed (patch)
tree2054ca1b5243de711a38a2751edc06f39d92b001 /crawl-ref/source/item_use.cc
parent5443a68f96b0ba24b0de77573ad36a5633b39cd7 (diff)
downloadcrawl-ref-7b7a36d0531a016ba81520bec2a4a4177e2ca8ed.tar.gz
crawl-ref-7b7a36d0531a016ba81520bec2a4a4177e2ca8ed.zip
Yikes, so many files! And all I did was add more item evaluation
functions for menu colouring and pickup... Added: emergency_item, good_item, dangerous_item, bad_item, and useless_item, all taking into account player species and mutations, so e.g. =see invisible is useless for Naga, and !poison is always bad but only useless if you don't know Evaporate. Never autopickup useless, dangerous (e.g. ?immolation) or inedible items, and simplify the item colour/pickup options accordingly. I'll have to see if pickup.lua is still even needed after this. Removed the menu_colour_prefix_id option as I can't see any reason to turn it off. Oh, and fixed a bug where Kenku were unable to stop levitating if they gained level 15 while levitating. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5658 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/item_use.cc')
-rw-r--r--crawl-ref/source/item_use.cc6
1 files changed, 2 insertions, 4 deletions
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 167049ed32..a704d4c989 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -870,6 +870,7 @@ bool can_wear_armour(const item_def &item, bool verbose, bool ignore_temporary)
{
if (verbose)
mpr("You can't wear that!");
+
return (false);
}
@@ -932,7 +933,7 @@ bool can_wear_armour(const item_def &item, bool verbose, bool ignore_temporary)
}
else if (slot == EQ_HELMET)
{
- // soft helmets (caps and wizard hats) always fit
+ // Soft helmets (caps and wizard hats) always fit.
if (!is_hard_helmet( item ))
return (true);
@@ -1535,7 +1536,6 @@ static bool _fire_warn_if_impossible()
int get_ammo_to_shoot(int item, dist &target, bool teleport)
{
- mpr("in get_ammo_to_shoot()");
if (_fire_warn_if_impossible())
{
flush_input_buffer( FLUSH_ON_FAILURE );
@@ -1559,10 +1559,8 @@ int get_ammo_to_shoot(int item, dist &target, bool teleport)
// If item passed, it will be put into the quiver.
void fire_thing(int item)
{
- mpr("in fire_thing()");
dist target;
item = get_ammo_to_shoot(item, target);
- mpr("back in fire_thing()");
if (item == -1)
return;