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authorharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2007-03-16 21:03:11 +0000
committerharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2007-03-16 21:03:11 +0000
commitde11c27378236139089c48ecfb0b66457cc0d67c (patch)
treec6efbca48a5f37d3b192009154e3d13cd347c159 /crawl-ref/source/player.cc
parent54bfc8f5f26243e68353eeedb959864e6565de4c (diff)
downloadcrawl-ref-de11c27378236139089c48ecfb0b66457cc0d67c.tar.gz
crawl-ref-de11c27378236139089c48ecfb0b66457cc0d67c.zip
Rings of fire and ice now type-ID when the player can notice this:
i.e., when a surge (or anti-surge) is created or amplified by them, at most one unIDed ring is worn, and no unIDed staves are wielded. (Checking for armour is unnecessary because armour type-IDs on wearing.) Note that this makes it easier to find out what randart rings of fire and ice do. Also changed a bunch of unsigned char return values to ints. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1051 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r--crawl-ref/source/player.cc32
1 files changed, 16 insertions, 16 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index de0c29872b..500dec8e7b 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -1127,7 +1127,7 @@ int player_res_poison(bool calc_unid)
return (rp);
} // end player_res_poison()
-unsigned char player_spec_death(void)
+int player_spec_death()
{
int sd = 0;
@@ -1154,14 +1154,14 @@ unsigned char player_spec_death(void)
return sd;
}
-unsigned char player_spec_holy(void)
+int player_spec_holy()
{
//if ( you.char_class == JOB_PRIEST || you.char_class == JOB_PALADIN )
// return 1;
return 0;
}
-unsigned char player_spec_fire(void)
+int player_spec_fire()
{
int sf = 0;
@@ -1177,7 +1177,7 @@ unsigned char player_spec_fire(void)
return sf;
}
-unsigned char player_spec_cold(void)
+int player_spec_cold()
{
int sc = 0;
@@ -1190,7 +1190,7 @@ unsigned char player_spec_cold(void)
return sc;
}
-unsigned char player_spec_earth(void)
+int player_spec_earth()
{
int se = 0;
@@ -1203,7 +1203,7 @@ unsigned char player_spec_earth(void)
return se;
}
-unsigned char player_spec_air(void)
+int player_spec_air()
{
int sa = 0;
@@ -1216,7 +1216,7 @@ unsigned char player_spec_air(void)
return sa;
}
-unsigned char player_spec_conj(void)
+int player_spec_conj()
{
int sc = 0;
@@ -1230,7 +1230,7 @@ unsigned char player_spec_conj(void)
return sc;
}
-unsigned char player_spec_ench(void)
+int player_spec_ench()
{
int se = 0;
@@ -1244,7 +1244,7 @@ unsigned char player_spec_ench(void)
return se;
}
-unsigned char player_spec_summ(void)
+int player_spec_summ()
{
int ss = 0;
@@ -1258,7 +1258,7 @@ unsigned char player_spec_summ(void)
return ss;
}
-unsigned char player_spec_poison(void)
+int player_spec_poison()
{
int sp = 0;
@@ -1275,9 +1275,9 @@ unsigned char player_spec_poison(void)
return sp;
}
-unsigned char player_energy(void)
+int player_energy()
{
- unsigned char pe = 0;
+ int pe = 0;
// Staves
pe += player_equip( EQ_STAFF, STAFF_ENERGY );
@@ -2023,9 +2023,9 @@ int player_shield_class(void) //jmf: changes for new spell
return (base_shield);
} // end player_shield_class()
-unsigned char player_see_invis(bool calc_unid)
+int player_see_invis(bool calc_unid)
{
- unsigned char si = 0;
+ int si = 0;
si += player_equip( EQ_RINGS, RING_SEE_INVISIBLE, calc_unid );
@@ -2062,9 +2062,9 @@ bool player_monster_visible( const monsters *mon )
return (true);
}
-unsigned char player_sust_abil(bool calc_unid)
+int player_sust_abil(bool calc_unid)
{
- unsigned char sa = 0;
+ int sa = 0;
sa += player_equip( EQ_RINGS, RING_SUSTAIN_ABILITIES, calc_unid );