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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-02-10 13:32:04 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-02-10 13:32:04 +0000
commita028038652c432ed0ee67ca632edea8deb410ef0 (patch)
treef53d054bb9f1510aab468008626b94aa596ca77b /crawl-ref/source/tags.cc
parent269aa80ee67b5a50709de6d678892b63a7fbe75b (diff)
downloadcrawl-ref-a028038652c432ed0ee67ca632edea8deb410ef0.tar.gz
crawl-ref-a028038652c432ed0ee67ca632edea8deb410ef0.zip
Rework staves/rods to match the ID behaviour of wands etc., i.e.
they get randomised but fixed descriptions at the beginning of the game, and once you know one type you'll be able to recognize another staff/rod of the same type. In the case of rods you'll still have to evoke it to find out the number of charges. I've tried to put the secondary descriptions into an order that will roughly match the ten current staff tiles. This solves part of FR 1837348, and is likely to cause havoc to saved games, at least concerning staves. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3424 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tags.cc')
-rw-r--r--crawl-ref/source/tags.cc8
1 files changed, 6 insertions, 2 deletions
diff --git a/crawl-ref/source/tags.cc b/crawl-ref/source/tags.cc
index f206ab46f8..ab03c40274 100644
--- a/crawl-ref/source/tags.cc
+++ b/crawl-ref/source/tags.cc
@@ -71,6 +71,7 @@
#include "abl-show.h"
#include "branch.h"
+#include "describe.h"
#include "dungeon.h"
#include "enum.h"
#include "externs.h"
@@ -1016,10 +1017,10 @@ static void tag_construct_you_items(tagHeader &th)
// item descrip for each type & subtype
// how many types?
- marshallByte(th, 5);
+ marshallByte(th, NUM_IDESC);
// how many subtypes?
marshallByte(th, 50);
- for (i = 0; i < 5; ++i)
+ for (i = 0; i < NUM_IDESC; ++i)
{
for (j = 0; j < 50; ++j)
marshallByte(th, you.item_description[i][j]);
@@ -1429,6 +1430,9 @@ static void tag_read_you_items(tagHeader &th, char minorVersion)
case IDTYPE_POTIONS:
set_ident_type(OBJ_POTIONS, j, ch);
break;
+ case IDTYPE_STAVES:
+ set_ident_type(OBJ_STAVES, j, ch);
+ break;
}
}
}