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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-15 18:40:14 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-15 18:40:14 +0000
commit400f2b68e5b68aae60af8465a9f5a5f07b05e714 (patch)
treebc7507cc7a8cfa5351e4569f4eb1b6236778e16d /crawl-ref/source/tile2.cc
parent2b03b7a4abe79bb22c4419bce69c7135bb1f0d2b (diff)
downloadcrawl-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.cc11
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;
}