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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-09-27 19:14:45 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-09-27 19:14:45 +0000
commitef742fbaebe4e9622204c8e45df55137f1da2208 (patch)
tree3fb72132dee1ccb23fee208e76e6221b3c29a9f1
parent2eb5aea0c045caea4a260213b85f6cfa64c815ee (diff)
downloadcrawl-ref-ef742fbaebe4e9622204c8e45df55137f1da2208.tar.gz
crawl-ref-ef742fbaebe4e9622204c8e45df55137f1da2208.zip
Remove healing effect from blood potions. To make up for it, fresh blood
now has a greater nutrition (1500) compared to coagulated blood (1000, as before). Give Ogres the Spellcasting title of "Ogre-Mage". git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7042 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/docs/crawl_manual.txt3
-rw-r--r--crawl-ref/source/dat/database/wpnnoise.txt15
-rw-r--r--crawl-ref/source/directn.cc18
-rw-r--r--crawl-ref/source/it_use2.cc25
-rw-r--r--crawl-ref/source/skills2.cc13
5 files changed, 39 insertions, 35 deletions
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index 2b09510650..431155db68 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -780,8 +780,7 @@ Some species are less fastidious about their food: Trolls can use
their claws, so do not need a cutting device. Also Trolls, Orcs,
Ogres, and Kobolds care less (in different degrees) about the quality
of the corpse. Ogres, Trolls and Kobolds are happy to eat raw meat at
-any time. This does not apply to the more civilised (and more
-pretentious) Ogre-Mages.
+any time.
Vampires are a special case. Members of this species can try to drink
blood from a fresh corpse (use either the 'q' or the 'e' command).
diff --git a/crawl-ref/source/dat/database/wpnnoise.txt b/crawl-ref/source/dat/database/wpnnoise.txt
index ada4b8808d..8604c18e7d 100644
--- a/crawl-ref/source/dat/database/wpnnoise.txt
+++ b/crawl-ref/source/dat/database/wpnnoise.txt
@@ -307,7 +307,7 @@ w:5
@The_weapon@ curses its smith, "I was supposed to be the Stinging Sword!"
-@The_weapon@ yells, "Ploughshares to swords!".
+@The_weapon@ yells, "Ploughshares to swords!"
@The_weapon@ asks, "What song would you like to be played for your funeral?"
@@ -318,6 +318,7 @@ w:5
%%%%
real_song
+# The Tremoloes?
@The_weapon@ roars, "Silence is golden, golden ..."
# Queen
@@ -366,6 +367,18 @@ real_song
# Gloria Gaynor
@The_weapon@ sings, "I will survive!"
+# Buddy Holly and the Crickets
+@The_weapon@ sings, "This'll be the day that I die..."
+
+# R.E.M.
+@The_weapon@ rasps, "Baby, join me in death!"
+
+# Folklore (Sailing)
+@The_weapon@ sings, "Can you hear me through the dark night far away?"
+
+# The Carpenters
+@The_weapon@ sings, "Sing, sing a song, sing out loud, sing out strong..."
+
# end Singing Sword
%%%%
############################################################
diff --git a/crawl-ref/source/directn.cc b/crawl-ref/source/directn.cc
index b319988c00..f6423335f3 100644
--- a/crawl-ref/source/directn.cc
+++ b/crawl-ref/source/directn.cc
@@ -450,7 +450,11 @@ void full_describe_view()
coord_def p;
- // Iterate over viewport and get all the itemsin view.
+ // Iterate over viewport and get all the items in view.
+ // FIXME: This includes unknown stashes. I guess for stashes never
+ // seen before I could simply only add the top item (though I don't
+ // know how to do that) but what about stashes that changed since
+ // you last saw them? Just list the old content?
for (p.x = start.x; p.x < end.x; p.x++)
for (p.y = start.y; p.y < end.y; p.y++)
{
@@ -571,16 +575,6 @@ void full_describe_view()
unsigned short glyph_col;
get_item_glyph( list_items[i], &glyph_char, &glyph_col );
-/*
- std::string col_string;
- int specialness = item_name_specialness(*(list_items[i]));
- switch (specialness)
- {
- case 2: col_string = "yellow"; break; // artefact
- case 1: col_string = "white"; break; // glowing/runed
- case 0: col_string = "darkgrey"; break; // mundane
- }
-*/
std::string col_string = colour_to_str(glyph_col);
std::string prefix = "(<" + col_string + ">"
+ (char)glyph_char
@@ -2665,7 +2659,7 @@ static void _describe_monster(const monsters *mon)
{
if (mons_is_sleeping(mon))
{
- mprf(MSGCH_EXAMINE, "%s appears to be %s.",
+ mprf(MSGCH_EXAMINE, "%s appears to be %s.",
mon->pronoun(PRONOUN_CAP).c_str(),
mons_is_confused(mon) ? "sleepwalking" : "resting");
}
diff --git a/crawl-ref/source/it_use2.cc b/crawl-ref/source/it_use2.cc
index a6ba3415fe..e8217e08d6 100644
--- a/crawl-ref/source/it_use2.cc
+++ b/crawl-ref/source/it_use2.cc
@@ -83,33 +83,24 @@ bool potion_effect( potion_type pot_eff, int pow, bool was_known )
case POT_BLOOD_COAGULATED:
if (you.species == SP_VAMPIRE)
{
+ // No healing anymore! (jpeg)
+
+ int value = 1000;
if (pot_eff == POT_BLOOD)
+ {
mpr("Yummy - fresh blood!");
+ value += 500;
+ }
else // coagulated
mpr("This tastes delicious!");
- lessen_hunger(1000, true);
-
- // healing depends on thirst
- if (you.hunger_state < HS_SATIATED) // !heal wounds
- {
- inc_hp((10 + random2avg(30,2)) / factor, false);
- mpr("You feel much better.");
- }
- else
- {
- if (you.hunger_state <= HS_FULL)
- inc_hp(5 + random2(10), false); // !healing
- else
- inc_hp(2 + random2(5), false);
- mpr("You feel better.");
- }
+ lessen_hunger(value, true);
}
else
{
if (you.omnivorous() || player_mutation_level(MUT_CARNIVOROUS))
{
- // Likes it
+ // Likes it.
mpr("This tastes like blood.");
lessen_hunger(200, true);
}
diff --git a/crawl-ref/source/skills2.cc b/crawl-ref/source/skills2.cc
index 1ef882a12f..9d2fac14d6 100644
--- a/crawl-ref/source/skills2.cc
+++ b/crawl-ref/source/skills2.cc
@@ -2075,6 +2075,13 @@ std::string skill_title( unsigned char best_skill, unsigned char skill_lev,
result = skills[best_skill][skill_rank];
break;
+ case SK_SPELLCASTING:
+ if (species == SP_OGRE)
+ {
+ result = "Ogre-Mage";
+ break;
+ }
+ // else fall-through
default:
result = skills[best_skill][skill_rank];
break;
@@ -2095,7 +2102,7 @@ std::string player_title()
{
const unsigned char best = best_skill( SK_FIGHTING, (NUM_SKILLS - 1), 99 );
return (skill_title( best, you.skills[ best ] ));
-} // end player_title()
+}
skill_type best_skill( int min_skill, int max_skill, int excl_skill )
{
@@ -2107,7 +2114,7 @@ skill_type best_skill( int min_skill, int max_skill, int excl_skill )
{
if (i == excl_skill
|| i == SK_UNUSED_1
- || (i > SK_UNARMED_COMBAT && i < SK_SPELLCASTING))
+ || i > SK_UNARMED_COMBAT && i < SK_SPELLCASTING)
{
continue;
}
@@ -2128,7 +2135,7 @@ skill_type best_skill( int min_skill, int max_skill, int excl_skill )
}
return static_cast<skill_type>(ret);
-} // end best_skill()
+}
// Calculate the skill_order array from scratch.
//