Moved MINMOVE and MINSEE brain damage into the dungeon_feature_type enumeration where it is clearer what they represent.
Fixed ice statues not being appropriately affected by Shatter and Lee's.
Moved 'v' examine hint information and feature notability into feature_def flags.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2061 c06c8d41-db1a-0410-9941-cceddc491573
UH3CJQMQ3NPICXD34NTCTUZJWOCEF4P5XEGXFLLNDDFLZK7QPUBQC J6APXOT4QOGQFONWB7G546VTVF6QG42HVOROMHF7YBDJPR4K26OAC QZERCVTY5BISIKSDH6WUXGZPIBAF4KUCGSZEEGMGBCORNUXT4HXAC GCIZIUXO5TYROKDUYB3HAY7H7MRDTJNM7HR7DGSH7KXDIZC2LCDAC SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC ESWIM76FGJL4QFLSHU6AC4D74PT7OPLQ7ZCJYWLZS5UCBAJDXYHAC TZ643KHSE5CUPXFSQ7VYVOCM5MTQ7F4SENEYQX2RNFHGHLQVS3RQC D27U7RT2C77NEUBP6JCSQJ2DRCJVHOXUO2PFZ45VFYMEVMKI4TSAC PL6I2CMSTHY5ZHWVMIQE5YTM5S5VPKBNZM6QJVHZSSKOJGIJ5W4AC 7Y5HSDFKA5TPLS2TWTRFMQVX6UXUDHXU5MUMXQSDFAIY4THQ3BIQC XHNJ2W4AQHIF32P2ENIMMDLWAIFWP442KJIZC6RKS4HBJNZIHHBAC ILOED4VB4I6VPAUTR75ZWX6MXDYXB5DO2EDK2UH67O3HNKWV23RQC TLO257LZSB6ZO36STDUEWJBO2LETXFKTFGXELA6Y4BZBVAEIIINAC GQL5SIGBHLU3FMCE54XVGLRY5AZHRM6DUEB722REA2DPLGJSN6EQC WHY6LRRJ5T2NSBE3IUCR4X3TOAH7TTK5NPUPUIFT7TPNJ6J4HBDAC CQ24AVAI6SW3AHTIDMLPSTRRBEU6FHRF5I5FD6G5QIYE6PO4BQMQC 77H4BWWPPGLM3PLZH4QTAJRXIZTSDVNCOKZE223I437FN2UJ34RQC MSQI3TH6T62JAXQGLL52QZCWAMC372TGB6ZNNRDGUGMJKBNNV2VAC V4WGXVERZ34B7CEINV4D3ZYEKKT2TUIUYTOX5FSOX6B26U3DPVLQC OYTCBRC7LE44EUVRZVYTOOVKQWJ6P6YE3FXTOGUTNKEMLNWPHKSQC JDM27QE4HR52AYFSQE763BFF57ANOTF5MXKMO377PP5EXMN7SAOAC 34C4U6EQWERY75GZJKUCM5KVGU2OUICETS5LGZF6RMKMZT4R5SQAC MBBPLL4SZUB3JUUYQYLZW7S5OXRCEGJX3WWADOQXGHWQ7BIKCY5QC /* ************************************************************************ called from: dump_screenshot - chardump* *********************************************************************** */void get_non_ibm_symbol(unsigned int object, unsigned short *ch,unsigned short *color);
Feature[i].symbol = Options.char_table[ DCHAR_ARCH ];Feature[i].colour = EC_SHIMMER_BLUE;Feature[i].notable = true;Feature[i].map_colour = LIGHTGREY;
Feature[i].symbol = Options.char_table[ DCHAR_ARCH ];Feature[i].colour = EC_SHIMMER_BLUE;Feature[i].map_colour = LIGHTGREY;
if (player_hurt_monster(mon, roll_dice( blast.damage )))blast.damage.num += 2;
{int statue_damage = roll_dice(blast.damage) * 2;if (pow >= 50 && one_chance_in(10))statue_damage = menv[mon].hit_points;if (player_hurt_monster(mon, statue_damage))blast.damage.num += 2;}