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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/describe.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/describe.cc')
-rw-r--r--crawl-ref/source/describe.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/describe.cc b/crawl-ref/source/describe.cc
index 6265445d16..aa4530e46a 100644
--- a/crawl-ref/source/describe.cc
+++ b/crawl-ref/source/describe.cc
@@ -658,7 +658,7 @@ static std::string _describe_demon(const monsters &mons)
break;
case 2:
description << " It smells like rotting flesh"
- << (you.mutation[MUT_SAPROVOROUS] == 3 ?
+ << (player_mutation_level(MUT_SAPROVOROUS) == 3 ?
" - yum!" : ".");
break;
}
@@ -1594,7 +1594,7 @@ std::string get_item_description( const item_def &item, bool verbose,
{
if (food_is_rotten(item))
{
- if (you.mutation[MUT_SAPROVOROUS] == 3)
+ if (player_mutation_level(MUT_SAPROVOROUS) == 3)
description << "It looks nice and ripe.";
else if (you.is_undead != US_UNDEAD)
{
@@ -1603,7 +1603,7 @@ std::string get_item_description( const item_def &item, bool verbose,
"Eating it would probably be unwise.";
}
}
- else if (you.mutation[MUT_SAPROVOROUS] < 3)
+ else if (player_mutation_level(MUT_SAPROVOROUS) < 3)
description << "It looks rather unpleasant.";
description << "$";
@@ -2091,7 +2091,7 @@ void describe_monsters(monsters& mons)
case MONS_ROTTING_DEVIL:
if (player_can_smell())
{
- if (you.mutation[MUT_SAPROVOROUS] == 3)
+ if (player_mutation_level(MUT_SAPROVOROUS) == 3)
description << "It smells great!";
else
description << "It stinks.";