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authorAdam Borowski <kilobyte@angband.pl>2012-05-04 16:54:41 +0200
committerAdam Borowski <kilobyte@angband.pl>2012-05-05 02:35:56 +0200
commitf859cfa822abd9410a003f8ff7b8470bb67c798c (patch)
treed4c87b986b0663240f7e02343136bc7b48becbfd /crawl-ref/source/godpassive.h
parent88d4e91b7baca1f156d6a41f5f5b53027365e497 (diff)
downloadcrawl-ref-f859cfa822abd9410a003f8ff7b8470bb67c798c.tar.gz
crawl-ref-f859cfa822abd9410a003f8ff7b8470bb67c798c.zip
Roll only once for identifying weapons by use.
You could tediously id anything by bashing a plant or throwing it at a wall, with as little as 0.1 skill. This is no more: every weapon has a secret skill level needed to auto-id it. You must know enough about the weapon to possibly id it under the old system -- having wielded it once is enough, so are certain other ways. I intentionally didn't go into the complexity of checking current curse status or blocking distortion/vamp. Save compat: on training a weapon skill and certain other events for the first time, you'll get unsightly ids of a bunch of items. Probably not worth any effort, you are very unlikely to get multiple ids at once during normal play. This commit does not handle missiles: they are mergeable and thus don't have an unique random number, it would be enough to id one with the smallest number and then merge stacks, you are currently encouraged to keep one of every missile with different enchantments, etc.
Diffstat (limited to 'crawl-ref/source/godpassive.h')
-rw-r--r--crawl-ref/source/godpassive.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/godpassive.h b/crawl-ref/source/godpassive.h
index d3f7b63aed..62702b5b78 100644
--- a/crawl-ref/source/godpassive.h
+++ b/crawl-ref/source/godpassive.h
@@ -25,7 +25,6 @@ void ash_init_bondage(player *y);
void ash_check_bondage(bool msg = true);
std::string ash_describe_bondage(int flags, bool level);
bool god_id_item(item_def& item, bool silent = true);
-void god_id_inventory();
void ash_id_monster_equipment(monster* mon);
int ash_detect_portals(bool all);
monster_type ash_monster_tier(const monster *mon);