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authorharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-04 17:07:43 +0000
committerharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-04 17:07:43 +0000
commit1df63f2d24648d2467da71b81ba53f039e6539c0 (patch)
tree3d55cda95aa019b4949566362e55bec7e5155982 /crawl-ref/source/itemprop.cc
parentf5b7079207156bdd82d713a60cf79229fe33a109 (diff)
downloadcrawl-ref-1df63f2d24648d2467da71b81ba53f039e6539c0.tar.gz
crawl-ref-1df63f2d24648d2467da71b81ba53f039e6539c0.zip
Partially fix get_random_armour_type being completely broken (e.g. wizard
hats and caps can get generated again.) get_random_armour_type makes assumptions about the order of armour_type, which were invalidated by r8681; I'm hesitant to touch the order again for fear of breaking something. dolorous, can you check? git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8891 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/itemprop.cc')
-rw-r--r--crawl-ref/source/itemprop.cc36
1 files changed, 18 insertions, 18 deletions
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index 620927d1b6..4a079e1501 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -2383,7 +2383,7 @@ int property( const item_def &item, int prop_type )
}
// Returns true if item is evokable.
-bool gives_ability( const item_def &item )
+bool gives_ability(const item_def &item)
{
if (!item_type_known(item))
return (false);
@@ -2394,7 +2394,7 @@ bool gives_ability( const item_def &item )
{
// unwielded weapon
item_def *weap = you.slot_item(EQ_WEAPON);
- if (!weap || (*weap).slot != item.slot)
+ if (!weap || weap->slot != item.slot)
return (false);
break;
}
@@ -2405,8 +2405,8 @@ bool gives_ability( const item_def &item )
// unworn ring
item_def *lring = you.slot_item(EQ_LEFT_RING);
item_def *rring = you.slot_item(EQ_RIGHT_RING);
- if ((!lring || (*lring).slot != item.slot)
- && (!rring || (*rring).slot != item.slot))
+ if ((!lring || lring->slot != item.slot)
+ && (!rring || rring->slot != item.slot))
{
return (false);
}
@@ -2422,7 +2422,7 @@ bool gives_ability( const item_def &item )
{
// unworn amulet
item_def *amul = you.slot_item(EQ_AMULET);
- if (!amul || (*amul).slot != item.slot)
+ if (!amul || amul->slot != item.slot)
return (false);
if (item.sub_type == AMU_RAGE)
@@ -2438,7 +2438,7 @@ bool gives_ability( const item_def &item )
// unworn armour
item_def *arm = you.slot_item(eq);
- if (!arm || (*arm).slot != item.slot)
+ if (!arm || arm->slot != item.slot)
return (false);
break;
}
@@ -2458,7 +2458,7 @@ bool gives_ability( const item_def &item )
}
// Returns true if the item confers an intrinsic that is shown on the % screen.
-bool gives_resistance( const item_def &item )
+bool gives_resistance(const item_def &item)
{
if (!item_type_known(item))
return (false);
@@ -2469,19 +2469,19 @@ bool gives_resistance( const item_def &item )
{
// unwielded weapon
item_def *weap = you.slot_item(EQ_WEAPON);
- if (!weap || (*weap).slot != item.slot)
+ if (!weap || weap->slot != item.slot)
return (false);
break;
}
case OBJ_JEWELLERY:
{
- if (item.sub_type < NUM_RINGS)
+ if (!jewellery_is_amulet(item))
{
// unworn ring
- item_def *lring = you.slot_item(EQ_LEFT_RING);
- item_def *rring = you.slot_item(EQ_RIGHT_RING);
- if ((!lring || (*lring).slot != item.slot)
- && (!rring || (*rring).slot != item.slot))
+ const item_def *lring = you.slot_item(EQ_LEFT_RING);
+ const item_def *rring = you.slot_item(EQ_RIGHT_RING);
+ if ((!lring || lring->slot != item.slot)
+ && (!rring || rring->slot != item.slot))
{
return (false);
}
@@ -2499,8 +2499,8 @@ bool gives_resistance( const item_def &item )
else
{
// unworn amulet
- item_def *amul = you.slot_item(EQ_AMULET);
- if (!amul || (*amul).slot != item.slot)
+ const item_def *amul = you.slot_item(EQ_AMULET);
+ if (!amul || amul->slot != item.slot)
return (false);
if (item.sub_type != AMU_RAGE && item.sub_type != AMU_INACCURACY)
@@ -2516,11 +2516,11 @@ bool gives_resistance( const item_def &item )
// unworn armour
item_def *arm = you.slot_item(eq);
- if (!arm || (*arm).slot != item.slot)
+ if (!arm || arm->slot != item.slot)
return (false);
break;
- const int ego = get_armour_ego_type( item );
+ const int ego = get_armour_ego_type(item);
if (ego >= SPARM_FIRE_RESISTANCE && ego <= SPARM_SEE_INVISIBLE
|| ego == SPARM_RESISTANCE || ego == SPARM_POSITIVE_ENERGY)
{
@@ -2531,7 +2531,7 @@ bool gives_resistance( const item_def &item )
{
// unwielded staff
item_def *weap = you.slot_item(EQ_WEAPON);
- if (!weap || (*weap).slot != item.slot)
+ if (!weap || weap->slot != item.slot)
return (false);
if (item.sub_type >= STAFF_FIRE && item.sub_type <= STAFF_POISON