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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/effects.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/effects.cc')
-rw-r--r--crawl-ref/source/effects.cc16
1 files changed, 10 insertions, 6 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index dfb511fa63..c93291bf89 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -815,7 +815,7 @@ static int find_acquirement_subtype(object_class_type class_wanted,
// about special cases for carnivorous races (e.g. kobolds)
type_wanted = FOOD_MEAT_RATION;
- if (you.mutation[MUT_HERBIVOROUS])
+ if (player_mutation_level(MUT_HERBIVOROUS))
type_wanted = FOOD_BREAD_RATION;
// If we have some regular rations, then we're probably more
@@ -1022,6 +1022,8 @@ static int find_acquirement_subtype(object_class_type class_wanted,
// Do this here, before acquirement()'s call to can_wear_armour(),
// so that caps will be just as common as helmets for those
// that can't wear helmets.
+ // We could use player_mutation_level for the horns, but let's just
+ // check for the mutation directly to avoid acquirement fiddles.
if (type_wanted == ARM_HELMET
&& ((you.species >= SP_OGRE && you.species <= SP_OGRE_MAGE)
|| player_genus(GENPC_DRACONIAN)
@@ -2284,7 +2286,9 @@ static void rot_inventory_food(long time_delta)
if (player_can_smell() && you.species != SP_TROLL)
{
int temp_rand = 0; // Grr.
- int level = (you.species == SP_VAMPIRE) ? 1 : you.mutation[MUT_SAPROVOROUS];
+ int level = player_mutation_level(MUT_SAPROVOROUS);
+ if (!level && you.species == SP_VAMPIRE)
+ level = 1;
switch (level)
{
@@ -2388,8 +2392,8 @@ void handle_time( long time_delta )
}
// Adjust the player's stats if s/he has the deterioration mutation
- if (you.mutation[MUT_DETERIORATION]
- && random2(200) <= you.mutation[MUT_DETERIORATION] * 5 - 2)
+ if (player_mutation_level(MUT_DETERIORATION)
+ && random2(200) <= player_mutation_level(MUT_DETERIORATION) * 5 - 2)
{
lose_stat(STAT_RANDOM, 1, false, "deterioration mutation");
}
@@ -2568,8 +2572,8 @@ void handle_time( long time_delta )
// jmf: moved huge thing to religion.cc
handle_god_time();
- if (you.mutation[MUT_SCREAM]
- && (random2(100) <= 2 + you.mutation[MUT_SCREAM] * 3) )
+ if (player_mutation_level(MUT_SCREAM)
+ && (random2(100) <= 2 + player_mutation_level(MUT_SCREAM) * 3) )
{
yell(true);
}