attacks, so as to avoid overlap with the first monster on the level.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6985 c06c8d41-db1a-0410-9941-cceddc491573
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// death_source should be set to NON_MONSTER for non-monsters. {dlb}void ouch(int dam, int death_source, kill_method_type death_type,const char *aux, bool see_source)
ouch( roll_dice( 6 + you.burden_state, 10 ), 0,KILLED_BY_FALLING_DOWN_STAIRS );
ouch(roll_dice(6 + you.burden_state, 10), NON_MONSTER,KILLED_BY_FALLING_DOWN_STAIRS);
if (monster->type >= 0 && monster->type < NUM_MONSTERS){death_source = monster->type;mon_num = monster->base_monster;
death_source = monster->type;mon_num = monster->base_monster;
// Previously the weapon was only used for dancing weapons,// but now we pass it in as a string through the scorefile// entry to be appended in hiscores_format_single in long or// medium scorefile formats.if (death_type == KILLED_BY_MONSTER&& monster->inv[MSLOT_WEAPON] != NON_ITEM)
// Previously the weapon was only used for dancing weapons,// but now we pass it in as a string through the scorefile// entry to be appended in hiscores_format_single in long or// medium scorefile formats.if (death_type == KILLED_BY_MONSTER&& monster->inv[MSLOT_WEAPON] != NON_ITEM){// [ds] The highscore entry may be constructed while the player// is alive (for notes), so make sure we don't reveal info we// shouldn't.if (you.hp <= 0)
// changing this to ignore the pluses to keep it shortunset_ident_flags( mitm[monster->inv[MSLOT_WEAPON]],ISFLAG_IDENT_MASK );
// changing this to ignore the pluses to keep it shortunset_ident_flags( mitm[monster->inv[MSLOT_WEAPON]],ISFLAG_IDENT_MASK );
}// Setting this is redundant for dancing weapons, however// we do care about the above indentification. -- bwrif (monster->type != MONS_DANCING_WEAPON)auxkilldata = mitm[monster->inv[MSLOT_WEAPON]].name(DESC_NOCAP_A);
const bool death = you.hp <= 0;
// Setting this is redundant for dancing weapons, however// we do care about the above indentification. -- bwrif (monster->type != MONS_DANCING_WEAPON)auxkilldata = mitm[monster->inv[MSLOT_WEAPON]].name(DESC_NOCAP_A);}
if (monster->has_ench(ENCH_SHAPESHIFTER)){death_source_name += " (shapeshifter)";}else if (monster->has_ench(ENCH_GLOWING_SHAPESHIFTER)){death_source_name += " (glowing shapeshifter)";}}
death_source_name = monster->name(DESC_NOCAP_A, death);if (monster->has_base_name())death_source_name +=", " + monster->base_name(DESC_NOCAP_A, death);if (monster->has_ench(ENCH_SHAPESHIFTER))death_source_name += " (shapeshifter)";else if (monster->has_ench(ENCH_GLOWING_SHAPESHIFTER))death_source_name += " (glowing shapeshifter)";