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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-27 09:58:49 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-27 09:58:49 +0000
commit7aa3305f41d2f073710d9a732bd29572b704bc49 (patch)
tree374aa17118ecb68bc4c237176506dbaf9aafb0b7 /crawl-ref/source/view.cc
parent3cc681e30ac236f7b88adece29f194cb30138ec8 (diff)
downloadcrawl-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.cc4
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);