Fold get_wet() into water_damage().

This now ensures that dipping into water works like other sources of
water damage. There is a potentially significant gameplay change here:
dipping a container into uncursed water will wet all its contents. If
this is a problem, then we should add another parameter to water_damage
which will suppress this behaviour for dipping.
This commit is contained in:
Sean Hunt
2015-02-24 15:26:09 -05:00
parent 57dcad3774
commit 3acd3c4a00
5 changed files with 6 additions and 98 deletions

View File

@@ -402,7 +402,7 @@ register struct obj *obj;
if(in_town(u.ux, u.uy))
(void) angry_guards(FALSE);
return;
} else if (get_wet(obj)) {
} else if (water_damage(obj, NULL, TRUE)) {
if (obj->otyp == POT_ACID) { /* Acid and water don't mix */
useup(obj);
return;