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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-15 18:40:14 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-15 18:40:14 +0000
commit400f2b68e5b68aae60af8465a9f5a5f07b05e714 (patch)
treebc7507cc7a8cfa5351e4569f4eb1b6236778e16d /crawl-ref/source/delay.cc
parent2b03b7a4abe79bb22c4419bce69c7135bb1f0d2b (diff)
downloadcrawl-ref-400f2b68e5b68aae60af8465a9f5a5f07b05e714.tar.gz
crawl-ref-400f2b68e5b68aae60af8465a9f5a5f07b05e714.zip
Allow vampires to mutate when Satiated or higher, and make non-physical
mutations only apply at these hunger levels, too. Differentiated mutations into physical (affecting a character's appearance and stuff: scales, hooves, wings, ...) and internal (resistances etc.). I guess this is what people usually refer to as "cosmetic", which I think is an inaccurate description since it makes it sound like they were completely superficial and had no real effect. Here's a list of arbitrarily chosen "physical" mutations: * tough skin, all scales, and fur * strong/clever/agile, and weak/dopey/clumsy * deformed * strong but stiff, and flexible but weak * frail, and robust * claws, fangs, hooves, talons, and horns * stinger, wings * blue/green marks Mutations currently not applying are still listed on the 'A' screen, though in darkgrey and in (brackets). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4246 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/delay.cc')
-rw-r--r--crawl-ref/source/delay.cc11
1 files changed, 6 insertions, 5 deletions
diff --git a/crawl-ref/source/delay.cc b/crawl-ref/source/delay.cc
index f04237ba07..7f3a44eb77 100644
--- a/crawl-ref/source/delay.cc
+++ b/crawl-ref/source/delay.cc
@@ -610,7 +610,7 @@ void handle_delay( void )
if (mitm[ delay.parm1 ].sub_type == CORPSE_SKELETON)
{
mpr("The corpse rots away into a skeleton!");
- if (you.mutation[MUT_SAPROVOROUS] == 3)
+ if (player_mutation_level(MUT_SAPROVOROUS) == 3)
xom_check_corpse_waste();
else
xom_is_stimulated(32);
@@ -626,7 +626,7 @@ void handle_delay( void )
delay.parm2 = 99; // don't give the message twice
if (you.is_undead != US_UNDEAD
- && you.mutation[MUT_SAPROVOROUS] < 3)
+ && player_mutation_level(MUT_SAPROVOROUS) < 3)
{
xom_check_corpse_waste();
}
@@ -886,7 +886,7 @@ static void finish_delay(const delay_queue_item &delay)
? "bottling its blood"
: "butchering");
- if (you.mutation[MUT_SAPROVOROUS] == 3)
+ if (player_mutation_level(MUT_SAPROVOROUS) == 3)
xom_check_corpse_waste();
else
xom_is_stimulated(64);
@@ -901,7 +901,8 @@ static void finish_delay(const delay_queue_item &delay)
else
{
mprf("You finish %s the corpse into pieces.",
- (you.has_usable_claws() || you.mutation[MUT_FANGS] == 3) ?
+ (you.has_usable_claws()
+ || player_mutation_level(MUT_FANGS) == 3) ?
"ripping" : "chopping");
if (is_good_god(you.religion) && is_player_same_species(item.plus))
@@ -1052,7 +1053,7 @@ static void armour_wear_effects(const int item_slot)
{
case SPARM_RUNNING:
mprf("You feel quick%s.",
- (you.species == SP_NAGA || you.mutation[MUT_HOOVES])
+ (you.species == SP_NAGA || player_mutation_level(MUT_HOOVES))
? "" : " on your feet");
break;