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-rw-r--r--crawl-ref/source/command.cc20
1 files changed, 8 insertions, 12 deletions
diff --git a/crawl-ref/source/command.cc b/crawl-ref/source/command.cc
index 21fb52becd..0d98b27b46 100644
--- a/crawl-ref/source/command.cc
+++ b/crawl-ref/source/command.cc
@@ -1726,7 +1726,10 @@ static bool _find_description(bool &again, std::string& error_inout)
monsters fake_mon;
monster_type m_type = get_monster_by_name(str, true);
+ // NOTE: Initializing the demon_ghost part of (very) ugly
+ // things and player ghosts is taken care of in define_monster().
fake_mon.type = m_type;
+ fake_mon.props["fake"] = true;
define_monster(fake_mon);
// FIXME: This doesn't generate proper draconian monsters.
@@ -1748,18 +1751,11 @@ static bool _find_description(bool &again, std::string& error_inout)
str = prefix + str;
#endif
- // FIXME: Properly set up a dancing weapon monster to
- // show in tiles. There must be a weapon item in mitm[],
- // which the dancing weapon has wielded.
- if (m_type != MONS_DANCING_WEAPON)
- me = new MonsterMenuEntry(str, &(monster_list.back()),
- letter);
- else
- {
- me = new MenuEntry(str, MEL_ITEM, 1, letter);
-
- me->data = (void*) &(monster_list.back());
- }
+ // NOTE: MonsterMenuEntry::get_tiles() takes care of setting
+ // up a fake weapon when displaying a fake dancing weapon's
+ // tile.
+ me = new MonsterMenuEntry(str, &(monster_list.back()),
+ letter);
}
else if (doing_features)
me = new FeatureMenuEntry(str, feat_by_desc(str), letter);