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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-26 16:31:22 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-26 16:31:22 +0000 |
commit | c96ad74301106bbc2163c96ae96590c23feb4a59 (patch) | |
tree | f75dc7bee9ed7ebe65990b1a01ce2a61e243f9f9 /crawl-ref/source/it_use2.cc | |
parent | 2f6db23aaa3fcd1984982e0962151ef2003a9b4a (diff) | |
download | crawl-ref-c96ad74301106bbc2163c96ae96590c23feb4a59.tar.gz crawl-ref-c96ad74301106bbc2163c96ae96590c23feb4a59.zip |
Split potions of blood and potions of coagulated blood into two
distinct potion types to make stacking easier. Coagulated blood
is not created randomly, and aging potions of blood turn into
potions of coagulated blood, so none of that changed. Well,
except the name: congealed -> coagulated. This also means that
they now have distinct descriptions, though seeing potions in
your inventory coagulate will identify both of them.
And I checked: potions in shops will coagulate as well and
disappear. Coagulated blood is cheaper, but if you need it you
won't want to wait around, right?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3884 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/it_use2.cc')
-rw-r--r-- | crawl-ref/source/it_use2.cc | 18 |
1 files changed, 10 insertions, 8 deletions
diff --git a/crawl-ref/source/it_use2.cc b/crawl-ref/source/it_use2.cc index 39993815a1..26a9c2c091 100644 --- a/crawl-ref/source/it_use2.cc +++ b/crawl-ref/source/it_use2.cc @@ -44,10 +44,9 @@ #include "xom.h" // From an actual potion, pow == 40 -- bwr -bool potion_effect( potion_type pot_eff, int pow ) +bool potion_effect( potion_type pot_eff, int pow, bool was_known ) { bool effect = true; // current behaviour is all potions id on quaffing - bool was_known = item_type_known(OBJ_POTIONS, (int) pot_eff); if (pow > 150) pow = 150; @@ -88,13 +87,14 @@ bool potion_effect( potion_type pot_eff, int pow ) break; case POT_BLOOD: + case POT_BLOOD_COAGULATED: if (you.species == SP_VAMPIRE) { - const char* names[] = { "human", "rat", "goblin", - "elf", "goat", "sheep", - "sheep", "gnoll", "yak" }; - - mprf("Yummy - fresh %s blood!", RANDOM_ELEMENT(names)); + if (pot_eff == POT_BLOOD) + mpr("Yummy - fresh blood!"); + else // coagulated + mpr("This tastes delicious!"); + lessen_hunger(1000, true); // healing depends on hunger @@ -126,8 +126,10 @@ bool potion_effect( potion_type pot_eff, int pow ) if (!you.mutation[MUT_HERBIVOROUS] && one_chance_in(3)) lessen_hunger(100, true); else + { disease_player( 50 + random2(100) ); - xom_is_stimulated(32); + xom_is_stimulated(32); + } } } did_god_conduct(DID_DRINK_BLOOD, 1 + random2(3), was_known); |