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authorStefan O'Rear <stefanor@cox.net>2009-12-29 22:43:19 -0800
committerStefan O'Rear <stefanor@cox.net>2009-12-29 22:44:54 -0800
commit8a504d20b9992fea2daac06faa6ca5559ca63ae0 (patch)
tree2e809b12b5e1020ebe4ee3237025081d5cd22816 /crawl-ref/source/misc.cc
parent75c0968931bf47f6f718b91ce3f589cd9f815298 (diff)
downloadcrawl-ref-8a504d20b9992fea2daac06faa6ca5559ca63ae0.tar.gz
crawl-ref-8a504d20b9992fea2daac06faa6ca5559ca63ae0.zip
Give move/copy_item_to_grid responsibility for hazardous terrain
We now have much less duplication of logic, yay.
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r--crawl-ref/source/misc.cc29
1 files changed, 12 insertions, 17 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc
index 4bac2e7ff0..b9d9fdabb3 100644
--- a/crawl-ref/source/misc.cc
+++ b/crawl-ref/source/misc.cc
@@ -1041,23 +1041,18 @@ void split_potions_into_decay( int obj, int amount, bool need_msg )
}
}
- // Only bother creating a distinct stack of potions
- // if it won't get destroyed right away.
- if (!feat_destroys_items(grd(you.pos())))
- {
- item_def potion2;
- potion2.base_type = OBJ_POTIONS;
- potion2.sub_type = POT_DECAY;
- // Keep description as it was.
- potion2.plus = potion.plus;
- potion2.quantity = amount;
- potion2.colour = potion.colour;
- potion2.plus2 = 0;
- potion2.flags = 0;
- potion2.special = 0;
-
- copy_item_to_grid(potion2, you.pos());
- }
+ item_def potion2;
+ potion2.base_type = OBJ_POTIONS;
+ potion2.sub_type = POT_DECAY;
+ // Keep description as it was.
+ potion2.plus = potion.plus;
+ potion2.quantity = amount;
+ potion2.colour = potion.colour;
+ potion2.plus2 = 0;
+ potion2.flags = 0;
+ potion2.special = 0;
+
+ copy_item_to_grid(potion2, you.pos());
// Is decreased even if the decay stack goes splat.
dec_inv_item_quantity(obj, amount);