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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-31 20:26:20 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-05-31 20:26:20 +0000 |
commit | 57ec78ae83592e5f55457fbcff4de929f5a9b7d7 (patch) | |
tree | 7f85295bb2791f405554336cc2e1ebb744571a4c /crawl-ref/source/spells2.cc | |
parent | 7df3a8aa8296fea631280b085f4c70a93fd23a54 (diff) | |
download | crawl-ref-57ec78ae83592e5f55457fbcff4de929f5a9b7d7.tar.gz crawl-ref-57ec78ae83592e5f55457fbcff4de929f5a9b7d7.zip |
Consolidate all cases where corpses are turned into skeletons, as
suggested by dolorous in BR 1977925, and turn coloured draconian
corpses into plain draconian skeletons. Same when the game attempts
to create coloured draconian skeletons or simulacrums.
Added autoinscription to the single inscription command ('{') - this is
necessary for items with long descriptions that can't autoinscribed
otherwise.
Added a small hack to make death cobs (%) appear correctly in the monster
list.
The rest is cleanup, I believe.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5376 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells2.cc')
-rw-r--r-- | crawl-ref/source/spells2.cc | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc index 7c163f1d73..0b5006464c 100644 --- a/crawl-ref/source/spells2.cc +++ b/crawl-ref/source/spells2.cc @@ -293,11 +293,7 @@ int corpse_rot(int power) if (!mons_skeleton(mitm[objl].plus)) destroy_item(objl); else - { - mitm[objl].sub_type = CORPSE_SKELETON; - mitm[objl].special = 200; - mitm[objl].colour = LIGHTGREY; - } + turn_corpse_into_skeleton(mitm[objl]); place_cloud(CLOUD_MIASMA, adx, ady, 4 + random2avg(16, 3), KC_YOU); @@ -314,7 +310,7 @@ int corpse_rot(int power) if (player_can_smell()) mpr("You smell decay."); - // should make zombies decay into skeletons + // Should make zombies decay into skeletons? return 0; } // end corpse_rot() @@ -407,8 +403,9 @@ int animate_a_corpse( int axps, int ayps, beh_type corps_beh, int corps_hit, while (objl != NON_ITEM) { const item_def& item = mitm[objl]; - if (is_animatable_corpse(item) && - (class_allowed == CORPSE_BODY || item.sub_type == CORPSE_SKELETON)) + if (is_animatable_corpse(item) + && (class_allowed == CORPSE_BODY + || item.sub_type == CORPSE_SKELETON)) { bool was_butchering = is_being_butchered(item); |