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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-02-10 13:32:04 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-02-10 13:32:04 +0000 |
commit | a028038652c432ed0ee67ca632edea8deb410ef0 (patch) | |
tree | f53d054bb9f1510aab468008626b94aa596ca77b /crawl-ref/source/effects.cc | |
parent | 269aa80ee67b5a50709de6d678892b63a7fbe75b (diff) | |
download | crawl-ref-a028038652c432ed0ee67ca632edea8deb410ef0.tar.gz crawl-ref-a028038652c432ed0ee67ca632edea8deb410ef0.zip |
Rework staves/rods to match the ID behaviour of wands etc., i.e.
they get randomised but fixed descriptions at the beginning of the
game, and once you know one type you'll be able to recognize
another staff/rod of the same type.
In the case of rods you'll still have to evoke it to find out the
number of charges.
I've tried to put the secondary descriptions into an order that
will roughly match the ten current staff tiles.
This solves part of FR 1837348, and is likely to cause havoc to
saved games, at least concerning staves.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3424 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r-- | crawl-ref/source/effects.cc | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc index 2d71f47ed4..5d00413449 100644 --- a/crawl-ref/source/effects.cc +++ b/crawl-ref/source/effects.cc @@ -1869,7 +1869,7 @@ bool forget_inventory(bool quiet) case OBJ_BOOKS: case OBJ_STAVES: case OBJ_MISCELLANY: - // Don't forget identity of decks if it the player has + // Don't forget identity of decks if the player has // used any of its cards, or knows how many are left. if (!is_deck(item) || item.plus2 == 0) unset_ident_flags(item, ISFLAG_KNOW_TYPE); @@ -2360,6 +2360,8 @@ void handle_time( long time_delta ) if (random2(100) < total_skill) { item_def& item = you.inv[you.equip[EQ_WEAPON]]; + + set_ident_type( OBJ_STAVES, item.sub_type, ID_KNOWN_TYPE ); set_ident_flags( item, ISFLAG_IDENT_MASK ); mprf("You are wielding %s.", item.name(DESC_NOCAP_A).c_str()); |