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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-15 18:40:14 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-15 18:40:14 +0000 |
commit | 400f2b68e5b68aae60af8465a9f5a5f07b05e714 (patch) | |
tree | bc7507cc7a8cfa5351e4569f4eb1b6236778e16d /crawl-ref/source/delay.cc | |
parent | 2b03b7a4abe79bb22c4419bce69c7135bb1f0d2b (diff) | |
download | crawl-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.cc | 11 |
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; |