quivering coins
A while back, I delayed applying this patch after a discussion about quivering coins, because I didn't want to change the behavior of GOLDOBJ vs non-GOLDOBJ games. I'm tired of seeing this diff in my tree, and I recall there was some sentiment that I should have checked it in, so I'm adding the feature in the trunk.
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@@ -29,6 +29,7 @@ class genocide recognizes species name as an example of the class to
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genocide (Martin Snyder)
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internals: use Is_box rather than explicitly checking what it checks
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fix some unreachable messages (either make then reachable or remove them)
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can quiver coins when GOLDOBJ is defined
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Platform- and/or Interface-Specific Fixes
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@@ -224,10 +224,17 @@ register struct obj *obj;
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static NEARDATA const char wield_objs[] =
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{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, TOOL_CLASS, 0 };
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#ifdef GOLDOBJ
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static NEARDATA const char ready_objs[] =
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{ COIN_CLASS, ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0 };
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static NEARDATA const char bullets[] = /* (note: different from dothrow.c) */
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{ COIN_CLASS, ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
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#else
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static NEARDATA const char ready_objs[] =
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{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0 };
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static NEARDATA const char bullets[] = /* (note: different from dothrow.c) */
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{ ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
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#endif
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int
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dowield()
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