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author | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-12-04 06:38:17 +0000 |
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committer | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-12-04 06:38:17 +0000 |
commit | cc0f9b2965e5298577253965c8819636985ac2db (patch) | |
tree | f586194693a2b6e0ff63411ddd6b136d137e9032 /crawl-ref/source/items.h | |
parent | fccc5c8dd647216dc3ad7faff107a8ffc77acfb8 (diff) | |
download | crawl-ref-cc0f9b2965e5298577253965c8819636985ac2db.tar.gz crawl-ref-cc0f9b2965e5298577253965c8819636985ac2db.zip |
Savefile compatibility breakage from keeping track of which spells have been
seen.
Implemented fixed-level randart spell books, which is all randart spellbooks as
of now. All my attempts at sorting the spell list so that spells with the same
schools group together have utterly failed.
Got rid of the hackish "non-monster origin is stored in item.orig_monnum as
(-origin - 2)" logic, replaced with the slightly less hackish "-origin". Added
the two enumerations IT_SRC_START and IT_SRC_SHOP to do it. Also,
origin_is_god_gift() and origin_is_acquirement() can retrieve the god/source of
the item so that you don't have to do the negation and typecasting yourself.
Added some new spell flags:
* SPFLAG_BATTLE for non-conjuration spells which are still combat/battle
related (branding spells and single school attack spells like "Pain"),
* SPFLAG_CARD for spells which are card-type effects which don't show up in
ordinary spellbooks (Tomb of Doroklohe and (I assume) Disintigrate)
* SPFLAG_TESTING for spells which are only used for testing (Debugging Ray)
* SPFLAG_DEVEL for spells that are still under development (Crush,
Disrupt, and Detect Magic).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7742 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/items.h')
-rw-r--r-- | crawl-ref/source/items.h | 20 |
1 files changed, 14 insertions, 6 deletions
diff --git a/crawl-ref/source/items.h b/crawl-ref/source/items.h index fa892313c4..a56f625c17 100644 --- a/crawl-ref/source/items.h +++ b/crawl-ref/source/items.h @@ -12,16 +12,22 @@ #include "externs.h" -// Various ways to get the acquirement effect. -enum acquirement_agent_type +// Ways to get items, other than finding them on the ground or looting them +// from slain monsters. +enum item_source_type { - AQ_SCROLL = 0, + IT_SRC_NONE = 0, // Empty space for the gods - AQ_CARD_GENIE = 100, + AQ_SCROLL = 100, + AQ_CARD_GENIE, + IT_SRC_START, + IT_SRC_SHOP, - AQ_WIZMODE = 200 + // Empty space for new non-wizmode acquisition methods + + AQ_WIZMODE = 200 }; bool is_valid_item( const item_def &item ); @@ -135,7 +141,9 @@ void origin_acquired(item_def &item, int agent); void origin_set_startequip(item_def &item); void origin_set_unknown(item_def &item); void origin_set_inventory( void (*oset)(item_def &item) ); -bool origin_is_god_gift(const item_def& item); +bool origin_is_god_gift(const item_def& item, god_type *god = NULL); +bool origin_is_acquirement(const item_def& item, + item_source_type *type = NULL); std::string origin_monster_name(const item_def &item); bool item_needs_autopickup(const item_def &); |