diff options
author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-04 13:14:08 +0000 |
---|---|---|
committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-04 13:14:08 +0000 |
commit | 59b053efd22ccd197d042ed5731b117e4846599b (patch) | |
tree | ea7803c17c786ba173a4c938f999ea3815919188 /crawl-ref/source/player.cc | |
parent | f5e55fd944784181102ecdf93c6eca2da4e509b2 (diff) | |
download | crawl-ref-59b053efd22ccd197d042ed5731b117e4846599b.tar.gz crawl-ref-59b053efd22ccd197d042ed5731b117e4846599b.zip |
Apply the first part of the labyrinth tweaks:
* labyrinths are bordered by (undiggable) metal walls
* teleporting inside a labyrinth will always send you away from the centre
(as the crow flies: you'll end somewhere in the stone or rock area)
Also make sure melded equipment cannot corrode.
(I'm still undecided about whether curses should affect melded items.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7383 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r-- | crawl-ref/source/player.cc | 16 |
1 files changed, 12 insertions, 4 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc index 54028f48dd..a75fc6aeb9 100644 --- a/crawl-ref/source/player.cc +++ b/crawl-ref/source/player.cc @@ -588,6 +588,14 @@ bool player_has_feet() return (true); } +bool player_wearing_slot(int eq) +{ + if (you.equip[eq] == -1) + return (false); + + return (you_tran_can_wear(you.inv[you.equip[eq]])); +} + bool you_tran_can_wear(const item_def &item) { switch (item.base_type) @@ -1992,7 +2000,7 @@ int player_AC(void) if (i == EQ_SHIELD) continue; - if (you.equip[i] == -1 || !you_tran_can_wear(you.equip[i])) + if (!player_wearing_slot(i)) continue; const item_def& item = you.inv[you.equip[i]]; @@ -4443,11 +4451,11 @@ int scan_randarts(randart_prop_type which_property, bool calc_unid) for (i = EQ_WEAPON; i < NUM_EQUIP; i++) { - const int eq = you.equip[i]; - - if (eq == -1 || !you_tran_can_wear(eq)) + if (!player_wearing_slot(i)) continue; + const int eq = you.equip[i]; + // Only weapons give their effects when in our hands. if (i == EQ_WEAPON && you.inv[ eq ].base_type != OBJ_WEAPONS) continue; |