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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-15 18:40:14 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-15 18:40:14 +0000 |
commit | 400f2b68e5b68aae60af8465a9f5a5f07b05e714 (patch) | |
tree | bc7507cc7a8cfa5351e4569f4eb1b6236778e16d /crawl-ref/source/tile2.cc | |
parent | 2b03b7a4abe79bb22c4419bce69c7135bb1f0d2b (diff) | |
download | crawl-ref-400f2b68e5b68aae60af8465a9f5a5f07b05e714.tar.gz crawl-ref-400f2b68e5b68aae60af8465a9f5a5f07b05e714.zip |
Allow vampires to mutate when Satiated or higher, and make non-physical
mutations only apply at these hunger levels, too.
Differentiated mutations into physical (affecting a character's
appearance and stuff: scales, hooves, wings, ...) and internal
(resistances etc.). I guess this is what people usually refer to as
"cosmetic", which I think is an inaccurate description since it makes
it sound like they were completely superficial and had no real effect.
Here's a list of arbitrarily chosen "physical" mutations:
* tough skin, all scales, and fur
* strong/clever/agile, and weak/dopey/clumsy
* deformed
* strong but stiff, and flexible but weak
* frail, and robust
* claws, fangs, hooves, talons, and horns
* stinger, wings
* blue/green marks
Mutations currently not applying are still listed on the 'A' screen,
though in darkgrey and in (brackets).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4246 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tile2.cc')
-rw-r--r-- | crawl-ref/source/tile2.cc | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/crawl-ref/source/tile2.cc b/crawl-ref/source/tile2.cc index 75f8f07ddc..f05ddd7b5d 100644 --- a/crawl-ref/source/tile2.cc +++ b/crawl-ref/source/tile2.cc @@ -22,6 +22,7 @@ #include "itemprop.h" #include "it_use2.h" #include "place.h" +#include "player.h" #include "stuff.h" #include "tiles.h" #include "tilecount-w2d.h" @@ -1391,9 +1392,9 @@ static bool _draw_doll(img_type img, dolls_data *doll, bool force_redraw = false else parts2[i] = tilep_equ_helm(you.inv[item]); - if (parts2[i] == 0 && you.mutation[MUT_HORNS] > 0) + if (parts2[i] == 0 && player_mutation_level(MUT_HORNS) > 0) { - switch (you.mutation[MUT_HORNS]) + switch (player_mutation_level(MUT_HORNS)) { case 1: parts2[i] = TILEP_HELM_HORNS1; @@ -1416,7 +1417,7 @@ static bool _draw_doll(img_type img, dolls_data *doll, bool force_redraw = false else parts2[i] = tilep_equ_boots(you.inv[item]); - if (parts2[i] == 0 && you.mutation[MUT_HOOVES]) + if (parts2[i] == 0 && player_mutation_level(MUT_HOOVES)) parts2[i] = TILEP_BOOTS_HOOVES; break; @@ -1430,8 +1431,8 @@ static bool _draw_doll(img_type img, dolls_data *doll, bool force_redraw = false // There is player_has_claws() but it is not equivalent. // Claws appear if they're big enough to not wear gloves // or on races that have claws. - if (parts2[i] == 0 && (you.mutation[MUT_CLAWS] >= 3 || - you.species == SP_TROLL || you.species == SP_GHOUL)) + if (parts2[i] == 0 && (player_mutation_level(MUT_CLAWS) >= 3 + || you.species == SP_TROLL || you.species == SP_GHOUL)) { parts2[i] = TILEP_ARM_CLAWS; } |