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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/item_use.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/item_use.cc')
-rw-r--r--crawl-ref/source/item_use.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 7cdc352c9c..83df88075c 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -865,14 +865,14 @@ bool can_wear_armour(const item_def &item, bool verbose, bool ignore_temporary)
if (sub_type == ARM_BOOTS)
{
- if (you.mutation[MUT_HOOVES])
+ if (player_mutation_level(MUT_HOOVES))
{
if (verbose)
mpr("You can't wear boots with hooves!");
return (false);
}
- if (you.mutation[MUT_TALONS])
+ if (player_mutation_level(MUT_TALONS))
{
if (verbose)
mpr("Boots don't fit your talons!");
@@ -915,7 +915,7 @@ bool can_wear_armour(const item_def &item, bool verbose, bool ignore_temporary)
if (!is_hard_helmet( item ))
return (true);
- if (you.mutation[MUT_HORNS])
+ if (player_mutation_level(MUT_HORNS))
{
if (verbose)
mpr("You can't wear that with your horns!");
@@ -4076,10 +4076,10 @@ void read_scroll( int slot )
you.turn_is_over = true;
// imperfect vision prevents players from reading actual content {dlb}:
- if (you.mutation[MUT_BLURRY_VISION]
- && random2(5) < you.mutation[MUT_BLURRY_VISION])
+ if (player_mutation_level(MUT_BLURRY_VISION)
+ && random2(5) < player_mutation_level(MUT_BLURRY_VISION))
{
- mpr((you.mutation[MUT_BLURRY_VISION] == 3 && one_chance_in(3))
+ mpr((player_mutation_level(MUT_BLURRY_VISION) == 3 && one_chance_in(3))
? "This scroll appears to be blank."
: "The writing blurs in front of your eyes.");
return;
@@ -4120,7 +4120,7 @@ void read_scroll( int slot )
case SCR_PAPER:
// remember paper scrolls handled as special case above, too:
mpr("This scroll appears to be blank.");
- if (you.mutation[MUT_BLURRY_VISION] == 3)
+ if (player_mutation_level(MUT_BLURRY_VISION) == 3)
id_the_scroll = false;
break;