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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-07-02 12:48:15 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-07-02 12:48:15 +0000 |
commit | 445895d95df53255dd570691f1ebb3eb538348d0 (patch) | |
tree | 2d840a26c0f7a44b50c3d88a48038a5c13a5c24c /crawl-ref/source/items.cc | |
parent | e6584efd5c0dfe8d24d07ceca6db2d563d2b9cd9 (diff) | |
download | crawl-ref-445895d95df53255dd570691f1ebb3eb538348d0.tar.gz crawl-ref-445895d95df53255dd570691f1ebb3eb538348d0.zip |
Revert the change on ammo handling for Tiles, and replace it with a more
generic logic that uses item tiles for BEAM_MISSILE, else bolts
according to flavour.
Identify monster fired ammunition ego if the launcher ego is known, not
that it has much of an effect because plain ammo gets no special
description.
In the message list the fired item as it will look to the player (i.e.
"arrow of ice" for a plain arrow fired off a bow of frost), even though
the item actually dropped will still be a plain one. I hope this isn't
too confusing. (And if it is, it should be easy to revert. :p)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6331 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/items.cc')
-rw-r--r-- | crawl-ref/source/items.cc | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/items.cc b/crawl-ref/source/items.cc index 38ba9d2681..18ffb6224f 100644 --- a/crawl-ref/source/items.cc +++ b/crawl-ref/source/items.cc @@ -1195,8 +1195,8 @@ void pickup() } else if (mitm[o].link == NON_ITEM) // just one item? { - // deliberately allowing the player to pick up - // a killed item here + // Deliberately allowing the player to pick up + // a killed item here. pickup_single_item(o, mitm[o].quantity); } else if (Options.pickup_mode != -1 @@ -1213,7 +1213,7 @@ void pickup() // Must save this because pickup can destroy the item. next = mitm[o].link; - if ( num_nonsquelched && _invisible_to_player(mitm[o]) ) + if (num_nonsquelched && _invisible_to_player(mitm[o])) { o = next; continue; |