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authorharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2007-11-03 12:29:53 +0000
committerharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2007-11-03 12:29:53 +0000
commitf29104e71ce08825a646634a69bca6cfe1f6c21a (patch)
tree31588a1134a584b43a6d8d8f3a3a715f963509d5 /crawl-ref/source/monstuff.cc
parent3471205dd3f3330d432b00ef79461abfdfe8f45c (diff)
downloadcrawl-ref-f29104e71ce08825a646634a69bca6cfe1f6c21a.tar.gz
crawl-ref-f29104e71ce08825a646634a69bca6cfe1f6c21a.zip
Added HURRY option to makefile.unix.
Slightly changed how randart weapon/armour mimics work. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2730 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/monstuff.cc')
-rw-r--r--crawl-ref/source/monstuff.cc10
1 files changed, 7 insertions, 3 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index 92b457d3c9..a925b423cc 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -88,7 +88,7 @@ static bool immobile_monster[MAX_MONSTERS];
#define FAR_AWAY 1000000 // used in monster_move()
// This function creates an artificial item to represent a mimic's appearance.
-// Eventually, mimics could be redone to be more like Dancing wepaons...
+// Eventually, mimics could be redone to be more like dancing weapons...
// there'd only be one type and it would look like the item it carries. -- bwr
void get_mimic_item( const monsters *mimic, item_def &item )
{
@@ -118,7 +118,10 @@ void get_mimic_item( const monsters *mimic, item_def &item )
if (prop < 20)
{
- item.flags |= ISFLAG_RANDART;
+ make_item_randart(item);
+ // Override special - this could cause a "bad" (no-properties)
+ // randart, but we only need the name anyway. We have to
+ // do this in order to get a consistent name for the mimic item.
item.special = ((mimic->x << 8 + mimic->y) & RANDART_SEED_MASK);
}
else if (prop < 50)
@@ -146,7 +149,8 @@ void get_mimic_item( const monsters *mimic, item_def &item )
if (prop < 20)
{
- item.flags |= ISFLAG_RANDART;
+ make_item_randart(item);
+ // See comment above for randart weapon mimics.
item.special = ((mimic->x << 8 + mimic->y) & RANDART_SEED_MASK);
}
else if (prop < 40)