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.
This commit is contained in:
cohrs
2003-09-14 00:01:35 +00:00
parent 10847b0e3d
commit e2d75840b0
2 changed files with 8 additions and 0 deletions

View File

@@ -29,6 +29,7 @@ class genocide recognizes species name as an example of the class to
genocide (Martin Snyder)
internals: use Is_box rather than explicitly checking what it checks
fix some unreachable messages (either make then reachable or remove them)
can quiver coins when GOLDOBJ is defined
Platform- and/or Interface-Specific Fixes

View File

@@ -224,10 +224,17 @@ register struct obj *obj;
static NEARDATA const char wield_objs[] =
{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, TOOL_CLASS, 0 };
#ifdef GOLDOBJ
static NEARDATA const char ready_objs[] =
{ COIN_CLASS, ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0 };
static NEARDATA const char bullets[] = /* (note: different from dothrow.c) */
{ COIN_CLASS, ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
#else
static NEARDATA const char ready_objs[] =
{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0 };
static NEARDATA const char bullets[] = /* (note: different from dothrow.c) */
{ ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
#endif
int
dowield()