Fix part of 1940994: Identify scrolls now get properly identified if applied on an unID'd item right away, so that if you get more rounds it isn't offered to you again.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4257 c06c8d41-db1a-0410-9941-cceddc491573
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bolt theBeam = mons_spells(spell_cast, power);
bolt theBeam = mons_spells(spell_cast, power);
pbolt.colour = theBeam.colour;
pbolt.range = theBeam.range;
pbolt.rangeMax = theBeam.rangeMax;
pbolt.hit = theBeam.hit;
pbolt.damage = theBeam.damage;
pbolt.type = theBeam.type;
pbolt.flavour = theBeam.flavour;
pbolt.thrower = theBeam.thrower;
pbolt.type = theBeam.type;
pbolt.flavour = theBeam.flavour;
pbolt.thrower = theBeam.thrower;
pbolt.name = theBeam.name;
pbolt.is_beam = theBeam.is_beam;
pbolt.source_x = monster->x;
pbolt.source_y = monster->y;
pbolt.is_tracer = false;
pbolt.is_explosion = theBeam.is_explosion;
pbolt.name = theBeam.name;
pbolt.is_beam = theBeam.is_beam;
pbolt.source_x = monster->x;
pbolt.source_y = monster->y;
pbolt.is_tracer = false;
pbolt.is_explosion = theBeam.is_explosion;
mon_resist_def resists = get_mons_class_resists(mon->type);
if ((mons_genus(mon->type) == MONS_DRACONIAN &&
mon->type != MONS_DRACONIAN) ||
mon->type == MONS_TIAMAT)
if (mons_genus(mon->type) == MONS_DRACONIAN && mon->type != MONS_DRACONIAN
|| mon->type == MONS_TIAMAT)
xl = 0;
max_hp = 0;
ev = 0;
ac = 0;
damage = 0;
speed = 10;
see_invis = false;
brand = SPWPN_NORMAL;
resists = mon_resist_def();
spellcaster = false;
cycle_colours = false;
fly = FL_NONE;
xl = 0;
max_hp = 0;
ev = 0;
ac = 0;
damage = 0;
speed = 10;
see_invis = false;
brand = SPWPN_NORMAL;
resists = mon_resist_def();
// HACKY: demons and ghosts always resist poison
// resists.poison = 1;
spellcaster = false;
cycle_colours = false;
fly = FL_NONE;
see_invis = player_see_invis();
resists.fire = player_res_fire();
resists.cold = player_res_cold();
resists.elec = player_res_electricity();
speed = player_ghost_base_movement_speed();
see_invis = player_see_invis();
resists.fire = player_res_fire();
resists.cold = player_res_cold();
resists.elec = player_res_electricity();
speed = player_ghost_base_movement_speed();