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
GSS3OCYMI4MYKACCGNLFA267VDH2U7G4QVVDLMOVAUHZTYQ3QJDAC static bool surge_identify_boosters(int spell){const unsigned int typeflags = spell_type(spell);if ( (typeflags & SPTYP_FIRE) || (typeflags & SPTYP_ICE) ){// Must not be wielding an unIDed staff.// Note that robes of the Archmagi identify on wearing,// so that's less of an issue.const item_def* wpn = player_weapon();if ( wpn == NULL ||wpn->base_type != OBJ_STAVES ||item_ident(*wpn, ISFLAG_KNOW_PROPERTIES) ){int num_unknown = 0;for ( int i = EQ_LEFT_RING; i <= EQ_RIGHT_RING; ++i ){if (you.equip[i] != -1 &&!item_ident(you.inv[you.equip[i]], ISFLAG_KNOW_PROPERTIES))++num_unknown;}// We can also identify cases with two unknown rings, both// of fire (or both of ice)...let's skip it.if ( num_unknown == 1 ){for ( int i = EQ_LEFT_RING; i <= EQ_RIGHT_RING; ++i ){if ( you.equip[i] != -1 ){item_def& ring = you.inv[you.equip[i]];if (!item_ident(ring, ISFLAG_KNOW_PROPERTIES) &&(ring.sub_type == RING_FIRE ||ring.sub_type == RING_ICE)){set_ident_type( ring.base_type, ring.sub_type,ID_KNOWN_TYPE );set_ident_flags(ring, ISFLAG_KNOW_PROPERTIES);mprf("You are wearing: %s",item_name(ring, DESC_INVENTORY_EQUIP));}}}return true;}}}return false;}
/* ************************************************************************ called from: spell - spells0* *********************************************************************** */unsigned char player_spec_air(void);/* ************************************************************************ called from: spell - spells0* *********************************************************************** */unsigned char player_spec_cold(void);/* ************************************************************************ called from: spell - spells0* *********************************************************************** */unsigned char player_spec_conj(void);/* ************************************************************************ called from: it_use3 - spell - spells0* *********************************************************************** */unsigned char player_spec_death(void);/* ************************************************************************ called from: spell - spells0* *********************************************************************** */unsigned char player_spec_earth(void);/* ************************************************************************ called from: spell - spells0* *********************************************************************** */unsigned char player_spec_ench(void);
/* ************************************************************************ called from: spell - spells0* *********************************************************************** */unsigned char player_spec_fire(void);
int player_spec_air(void);int player_spec_cold(void);int player_spec_conj(void);int player_spec_death(void);int player_spec_earth(void);int player_spec_ench(void);int player_spec_fire(void);int player_spec_holy(void);int player_spec_poison(void);int player_spec_summ(void);
* called from: spell - spells0* *********************************************************************** */unsigned char player_spec_holy(void);/* ************************************************************************ called from: spell - spells0* *********************************************************************** */unsigned char player_spec_poison(void);/* ************************************************************************ called from: spell - spells0* *********************************************************************** */unsigned char player_spec_summ(void);/* ***********************************************************************