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author | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-06-27 09:58:49 +0000 |
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committer | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-06-27 09:58:49 +0000 |
commit | 7aa3305f41d2f073710d9a732bd29572b704bc49 (patch) | |
tree | 374aa17118ecb68bc4c237176506dbaf9aafb0b7 /crawl-ref/source/view.cc | |
parent | 3cc681e30ac236f7b88adece29f194cb30138ec8 (diff) | |
download | crawl-ref-7aa3305f41d2f073710d9a732bd29572b704bc49.tar.gz crawl-ref-7aa3305f41d2f073710d9a732bd29572b704bc49.zip |
* Moved most hard-coded non-standard unrandart behaviour to art-func.h,
specifically code for equipping, unequpping, an equipped unrandart doing
something every time world_reacts() is called (special wield effects),
melee hit effects, and evoking. Left hardcoded outside of art-func.h:
* Sword of Cerebov temproarily downgrading the defender's fire
resistance.
* Staff of Olgreb boosting poison spells, as if it were a staff
of poison.
* Vampire's Tooth always getting maximal vampiric drain.
* Mace of Variablity's initial pluses being chosen at creation time.
* Since what used to be special wield effects is now handled very
differently, noisy weapons and the lantern of shadows effects
are handled with player attributes rather than SPWLD_NOISES and
SPWLD_SHADOW.
* Unrandarts can now have an elemental colour for their colour
(currently only used for the Mace of Variability).
* Unrandarts' value modification, being special, and being
evil are now handled in art-data.txt rather than being hardcoded.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10055 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/view.cc')
-rw-r--r-- | crawl-ref/source/view.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc index 054abcef1f..57f95c23da 100644 --- a/crawl-ref/source/view.cc +++ b/crawl-ref/source/view.cc @@ -1432,7 +1432,7 @@ bool check_awaken(monsters* monster) if (player_light_armour(true) && you.can_see(monster) // to avoid leaking information && you.burden_state == BS_UNENCUMBERED - && you.unrand_reacts != SPWLD_SHADOW + && !you.attribute[ATTR_SHADOWS] && !mons_wont_attack(monster) && !mons_class_flag(monster->type, M_NO_EXP_GAIN) // If invisible, training happens much more rarely. @@ -4966,7 +4966,7 @@ std::string screenshot( bool fullscreen ) static int _viewmap_flash_colour() { - if (you.unrand_reacts == SPWLD_SHADOW) + if (you.attribute[ATTR_SHADOWS]) return (DARKGREY); else if (you.duration[DUR_BERSERKER]) return (RED); |