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author | Chris Campbell <chriscampbell89@gmail.com> | 2013-08-03 22:15:39 +0100 |
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committer | Chris Campbell <chriscampbell89@gmail.com> | 2013-08-04 17:40:42 +0100 |
commit | 6315843d78dae55cbcd93669611fea4ae7e1637a (patch) | |
tree | b8866535a1fe1d5da16f841ed1b8108b7cf96454 /crawl-ref/source/spl-transloc.cc | |
parent | 0add7a92c55bee439ab18ce930af678854a00242 (diff) | |
download | crawl-ref-6315843d78dae55cbcd93669611fea4ae7e1637a.tar.gz crawl-ref-6315843d78dae55cbcd93669611fea4ae7e1637a.zip |
Prevent orb apportation in Sprint
Since it turns out to be a good idea to apport the orb all the way
across the map after clearing out earlier areas, if possible. This
isn't so much the case in the regular game where Zot:5 enemies might
still show up but maybe it'd be simpler/more consistent to just make
the orb always apportation immune.
Diffstat (limited to 'crawl-ref/source/spl-transloc.cc')
-rw-r--r-- | crawl-ref/source/spl-transloc.cc | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/crawl-ref/source/spl-transloc.cc b/crawl-ref/source/spl-transloc.cc index 06f6e37ddc..b491540218 100644 --- a/crawl-ref/source/spl-transloc.cc +++ b/crawl-ref/source/spl-transloc.cc @@ -848,10 +848,12 @@ spret_type cast_apportation(int pow, bolt& beam, bool fail) item_def& item = mitm[item_idx]; - // Can't apport the Orb in zotdef - if (crawl_state.game_is_zotdef() && item_is_orb(item)) + // Can't apport the Orb in zotdef or sprint + if (item_is_orb(item) + && (crawl_state.game_is_zotdef() + || crawl_state.game_is_sprint())) { - mpr("You cannot apport the sacred Orb!"); + mpr("You cannot apport the Orb!"); return SPRET_ABORT; } |