raised from unique monster's corpses. The unique number is stored in orig_monnum, so this doesn't apply to orcish followers. I thought it would be cool to have Sigmund the human zombie in your ranks, or to fight againt Blork the orc skeleton. The corpses are currently not differentiated (just "human corpse", "orc skeleton"), just the resulting undead.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5343 c06c8d41-db1a-0410-9941-cceddc491573
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create_monster(
mgen_data(
type, corps_beh, 0,
coord_def(corx, cory), corps_hit,
0, zombie_type, number));
if (monster != -1)
{
const int monnum = mitm[corps].orig_monnum - 1;
if (mons_is_unique(monnum))
{
menv[monster].mname = origin_monster_name(mitm[corps]);
// Special case for Blork the orc: shorten his name to "Blork"
// to avoid mentions of "Blork the orc the orc skeleton".
if (monnum == MONS_BLORK_THE_ORC)
menv[monster].mname = "Blork";
}
}
static std::string _origin_monster_desc(const item_def &item)
{
return (_origin_monster_name(item));
}
unsigned char sub_type; // type within that class (ie WPN_DAGGER)
short plus; // +to hit, charges, corpse mon id
short plus2; // +to dam, sub-sub type for boots and helms
long special; // special stuff
unsigned char colour; // item colour
unsigned long flags; // item status flags
short quantity; // number of items
unsigned char sub_type; // type within that class (ie WPN_DAGGER)
short plus; // +to hit, charges, corpse mon id
short plus2; // +to dam, sub-sub type for boots/helms
long special; // special stuff
unsigned char colour; // item colour
unsigned long flags; // item status flags
short quantity; // number of items
// "Morbeogh the orc priest".
// "Morbeogh the orc priest", "Sigmund the human zombie".
// Note that the only difference between DESC_BASENAME and DESC_PLAIN
// is that basename will ignore mname, so the monster _must_ be named
// for this to make any sense.