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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/itemname.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/itemname.cc')
-rw-r--r--crawl-ref/source/itemname.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc
index d87c786bb8..2b99f39f1d 100644
--- a/crawl-ref/source/itemname.cc
+++ b/crawl-ref/source/itemname.cc
@@ -2502,7 +2502,7 @@ bool is_useless_item(const item_def &item, bool temp)
switch (item.base_type)
{
case OBJ_WEAPONS:
- if (!check_weapon_wieldable_size(item, player_size(PSIZE_BODY, !temp))
+ if (!check_weapon_wieldable_size(item, you.body_size(PSIZE_BODY, !temp))
&& !is_throwable(&you, item))
{
// Weapon is too large (or small) to be wielded and cannot be
@@ -2528,11 +2528,11 @@ bool is_useless_item(const item_def &item, bool temp)
switch (item.sub_type)
{
case MI_LARGE_ROCK:
- return (player_size(PSIZE_BODY, !temp) < SIZE_LARGE
+ return (you.body_size(PSIZE_BODY, !temp) < SIZE_LARGE
|| !you.can_throw_large_rocks());
case MI_JAVELIN:
case MI_THROWING_NET:
- return (player_size(PSIZE_BODY, !temp) < SIZE_MEDIUM);
+ return (you.body_size(PSIZE_BODY, !temp) < SIZE_MEDIUM);
}
return (false);