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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-30 10:44:02 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-30 10:44:02 +0000 |
commit | f22bd308c51e4f4425210e98d6623a6ed2be344a (patch) | |
tree | 1526b82248f63e17c4bba62c4278ab6d7efc10ad /crawl-ref/source/externs.h | |
parent | db8fcd01b8752fe7d9e29763ddcb2e64da064af6 (diff) | |
download | crawl-ref-f22bd308c51e4f4425210e98d6623a6ed2be344a.tar.gz crawl-ref-f22bd308c51e4f4425210e98d6623a6ed2be344a.zip |
Just for kicks, reuse monster property mname to name zombies/skeletons
raised from unique monster's corpses. The unique number is stored in
orig_monnum, so this doesn't apply to orcish followers.
I thought it would be cool to have Sigmund the human zombie in your
ranks, or to fight againt Blork the orc skeleton.
The corpses are currently not differentiated (just "human corpse",
"orc skeleton"), just the resulting undead.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5343 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/externs.h')
-rw-r--r-- | crawl-ref/source/externs.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h index d05fcff2ea..91cc735a1e 100644 --- a/crawl-ref/source/externs.h +++ b/crawl-ref/source/externs.h @@ -393,13 +393,13 @@ struct delay_queue_item struct item_def { object_class_type base_type; // basic class (ie OBJ_WEAPON) - unsigned char sub_type; // type within that class (ie WPN_DAGGER) - short plus; // +to hit, charges, corpse mon id - short plus2; // +to dam, sub-sub type for boots and helms - long special; // special stuff - unsigned char colour; // item colour - unsigned long flags; // item status flags - short quantity; // number of items + unsigned char sub_type; // type within that class (ie WPN_DAGGER) + short plus; // +to hit, charges, corpse mon id + short plus2; // +to dam, sub-sub type for boots/helms + long special; // special stuff + unsigned char colour; // item colour + unsigned long flags; // item status flags + short quantity; // number of items short x; // x-location; for inventory items = -1 short y; // y-location; for inventory items = -1 |