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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-01 23:20:18 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-01 23:20:18 +0000
commit151e03aa3be3015e394dba00cc16e8024031c87f (patch)
tree4e3febf2b67c54ef87b348cbb0ba17e0be1db079 /crawl-ref/source/misc.cc
parent9bd7a3af19172474a95751224c4bb2f5e7e31ac3 (diff)
downloadcrawl-ref-151e03aa3be3015e394dba00cc16e8024031c87f.tar.gz
crawl-ref-151e03aa3be3015e394dba00cc16e8024031c87f.zip
Add various long-standing skeleton changes, to compensate for their
stairs-related weakness: * For consistency, skeletons created by vampire draining now have the normal duration of 200, instead of 90. To compensate for this, they are left 25% of the time imstead of 75%. * Skeletons can now be left after butchering corpses, with the same chance of 25%, so that vampires don't have an exclusive advantage. * Monsters that eat corpses (and effectively butcher them) can leave skeletons from doing so, with the same chance of 25%. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8095 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r--crawl-ref/source/misc.cc25
1 files changed, 20 insertions, 5 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc
index 9175c51df5..9ca1a1994b 100644
--- a/crawl-ref/source/misc.cc
+++ b/crawl-ref/source/misc.cc
@@ -132,10 +132,7 @@ static void _create_monster_hide(int mons_class)
move_item_to_grid(&o, you.pos());
}
-// Vampire draining corpses currently leaves them a time of 90, while
-// the default time is 200. I'm not sure whether this is for balancing
-// reasons or just an arbitrary difference. (jpeg)
-void turn_corpse_into_skeleton(item_def &item, int time)
+void turn_corpse_into_skeleton(item_def &item)
{
ASSERT(item.base_type == OBJ_CORPSES && item.sub_type == CORPSE_BODY);
@@ -153,7 +150,7 @@ void turn_corpse_into_skeleton(item_def &item, int time)
item.plus = MONS_RAT;
item.sub_type = CORPSE_SKELETON;
- item.special = time;
+ item.special = 200;
item.colour = LIGHTGREY;
}
@@ -180,6 +177,24 @@ void turn_corpse_into_chunks(item_def &item)
_create_monster_hide(item.plus);
}
+void turn_corpse_into_skeleton_and_chunks(item_def &item)
+{
+ ASSERT(item.base_type == OBJ_CORPSES && item.sub_type == CORPSE_BODY);
+
+ if (mons_skeleton(item.plus))
+ {
+ int o = get_item_slot();
+ if (o != NON_ITEM)
+ {
+ item_def &skel = item;
+ turn_corpse_into_skeleton(skel);
+ copy_item_to_grid(skel, you.pos());
+ }
+ }
+
+ turn_corpse_into_chunks(item);
+}
+
// Initialize blood potions with a vector of timers.
void init_stack_blood_potions(item_def &stack, int age)
{