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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-10 17:38:27 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-10 17:38:27 +0000 |
commit | 1beb0abbfd7972efabd7817a0359b2c57cd91524 (patch) | |
tree | 91e514b80aaba65b2317817df1725ada648f1d21 /crawl-ref/source/misc.cc | |
parent | e5d9773c543dea310c3152f249a8c67e3d8195e3 (diff) | |
download | crawl-ref-1beb0abbfd7972efabd7817a0359b2c57cd91524.tar.gz crawl-ref-1beb0abbfd7972efabd7817a0359b2c57cd91524.zip |
Some more Stealth changes.
(1) Use diminishing returns for passive training depending on skill level.
Below skill level 2, chances are unchanged; at level 2 chances are 2/3
of that, and at level 3 at 1/3. From level 4 onwards, Stealth cannot be
trained by waiting anymore.
(2) Active stealth training only has a 1% chance (instead of 5%) if you're
sneaking around monsters while invisible (and the monster cannot see you).
Add yet another function for blood potions - I sure hope this works when I
eventually get around to actually use them.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4178 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r-- | crawl-ref/source/misc.cc | 36 |
1 files changed, 30 insertions, 6 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc index f5b51aec32..bd124f5d9d 100644 --- a/crawl-ref/source/misc.cc +++ b/crawl-ref/source/misc.cc @@ -202,8 +202,8 @@ void maybe_coagulate_blood_floor(item_def &blood) ASSERT(is_valid_item(blood)); ASSERT(blood.base_type == OBJ_POTIONS); - ASSERT (blood.sub_type == POT_BLOOD - || blood.sub_type == POT_BLOOD_COAGULATED); + ASSERT(blood.sub_type == POT_BLOOD + || blood.sub_type == POT_BLOOD_COAGULATED); CrawlHashTable &props = blood.props; ASSERT(props.exists("timer")); @@ -221,13 +221,13 @@ void maybe_coagulate_blood_floor(item_def &blood) int coag_count = 0; std::vector<long> age_timer; long current; - int size = timer.size(); + const int size = timer.size(); for (int i = 0; i < size; i++) { current = timer.pop_back(); if (rot_limit >= current) rot_count++; - else if (coag_limit >= current) + else if (blood.sub_type == POT_BLOOD && coag_limit >= current) { coag_count++; age_timer.push_back(current); @@ -243,7 +243,7 @@ void maybe_coagulate_blood_floor(item_def &blood) if (!rot_count && !coag_count) return; // nothing to be done - if (!coag_count) + if (!coag_count) // some potions rotted away { dec_mitm_item_quantity(blood.link, rot_count); // timer is already up to date @@ -260,6 +260,7 @@ void maybe_coagulate_blood_floor(item_def &blood) if (mitm[o].base_type == OBJ_POTIONS && mitm[o].sub_type == POT_BLOOD_COAGULATED) { + // merge with existing stack CrawlHashTable &props2 = mitm[o].props; ASSERT(props2.exists("timer")); CrawlVector &timer2 = props2["timer"]; @@ -274,13 +275,35 @@ void maybe_coagulate_blood_floor(item_def &blood) timer2.push_back(val); } _long_sort(timer2); + inc_mitm_item_quantity(o, coag_count); + ASSERT(timer2.size() == mitm[o].quantity); dec_mitm_item_quantity(blood.link, rot_count + coag_count); return; } o = mitm[o].link; } + // If we got here nothing was found! + + // entire stack is gone, rotted or coagulated. + // -> change potions to coagulated type + if (rot_count + coag_count == blood.quantity) + { + ASSERT(timer.empty()); + // update subtype + blood.sub_type = POT_BLOOD_COAGULATED; + item_colour(blood); + // re-fill vector + long val; + while (!age_timer.empty()) + { + val = age_timer[age_timer.size() - 1]; + age_timer.pop_back(); + timer.push_back(val); + } + dec_mitm_item_quantity(blood.link, rot_count); + ASSERT(timer.size() == blood.quantity); + } - // if we got here nothing was found // create a new stack of potions o = get_item_slot( 100 + random2(200) ); if (o == NON_ITEM) @@ -314,6 +337,7 @@ void maybe_coagulate_blood_floor(item_def &blood) move_item_to_grid( &o, blood.x, blood.y ); dec_mitm_item_quantity(blood.link, rot_count + coag_count); + ASSERT(timer.size() == blood.quantity); } // used for (q)uaff, (f)ire, and Evaporate |