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authorRaphael Langella <raphael.langella@gmail.com>2011-03-21 22:07:04 +0100
committerRaphael Langella <raphael.langella@gmail.com>2011-03-21 22:07:04 +0100
commit095afaccfeca21c5621c9a746d8a2103e6d39bfb (patch)
tree137702f12a38bf4da261fd0280d93b42c68e0e7b /crawl-ref/source/props.h
parent289229c3ac78d7b552c232e30326729bc3007098 (diff)
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Ashenzari also warns about monsters' wands.
Chance is the same as for other items: boundedness / 3. It has some (good) side effects. Now, if the player sees a monster pick or use a wand, then it will be shown in xv and ctrl+x modes. It will respect the player 's knowledge of the specific wand. I also added a props.h file to document specific props keys. Not sure if doxygen has taken it into account or if the syntax is correct, but I felt we needed a place to document them. Documenting directly in actor.h would have lead to a lot of recompiling on each documentation update.
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+/*! \class actor
+ \brief Virtual base class for player and monster classes.
+
+ Contains all the properties and methods common to monsters and players.
+*/
+
+/*! \var CrawlHashTable props
+ \brief Properties hash table.
+
+ actor keys
+ public
+ private
+
+ player keys
+ public
+ private
+
+ monster keys
+ public
+ "wand_known" For wands, we can't simply rely on item knowledge, because
+ if the player has already identified the wand type, item_type_known
+ returns true regarding player's knowledge of this specific wand.
+ Thus, we track wand knowledge using this key.
+ If the property exists, it means the player knows the monster has a wand.
+ If it's true, the player also knows it's type.
+
+ private
+*/