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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-14 16:33:14 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-14 16:33:14 +0000
commitbbbd701b88b0274d7f14d0957828ad4342648135 (patch)
treede63191fc5e12155f5260708ca2dd0fc3a9d15fa /crawl-ref/source/misc.h
parent94ceb87517474ac372a41a52a3448104f51435bf (diff)
downloadcrawl-ref-bbbd701b88b0274d7f14d0957828ad4342648135.tar.gz
crawl-ref-bbbd701b88b0274d7f14d0957828ad4342648135.zip
Overhaul blood potions to work completely differently.
Instead of storing age in item.special they now use a dynamic vector (item.props, like decks do), so that a stack of potions doesn't have to coagulate all at once. Rather than counting down the timers every 20 turns or so, the time-out turn is calculated at creation, and comparison is done against the current turncount. Any action changing a stack (quaffing, firing, Evaporate, picking up, dropping) will always extract the oldest values from the vector, which is likely to be what the player wants. Blood potions now last about 2000 turns (a bit more if drawn from fresh corpses), and coagulate 500 turns before rotting away. I ran a lot of tests in wiz mode and out, but of course there may still be problems. I've added methods to calculate the new timers from old style age counters (item.special), but I'm not sure that they actually work... Oh well... if worst comes to worst, this commit breaks saves. Also: * vampires are not susceptible to fire anymore when Bloodless * make tile_plant_colour also apply for remembered plants out of LOS * fix 1941759: buggy orc dialogue git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4228 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/misc.h')
-rw-r--r--crawl-ref/source/misc.h11
1 files changed, 7 insertions, 4 deletions
diff --git a/crawl-ref/source/misc.h b/crawl-ref/source/misc.h
index f4cffde844..4c588fc42c 100644
--- a/crawl-ref/source/misc.h
+++ b/crawl-ref/source/misc.h
@@ -69,10 +69,13 @@ void trackers_init_new_level(bool transit);
void turn_corpse_into_chunks( item_def &item );
void init_stack_blood_potions( item_def &stack, int age = -1 );
-void maybe_coagulate_blood_potions_floor( item_def &blood );
-void remove_oldest_potion_inv( item_def &stack );
-void drop_blood_potions_stack( int item, int quant );
-void pick_up_blood_potions_stack( int item, int quant );
+void maybe_coagulate_blood_potions_floor( int obj );
+bool maybe_coagulate_blood_potions_inv( item_def &blood );
+long remove_oldest_blood_potion( item_def &stack );
+void remove_newest_blood_potion( item_def &stack, int quant = -1 );
+void drop_blood_potions_stack( item_def &stack, int quant, int x = you.x_pos,
+ int y = you.y_pos );
+void pick_up_blood_potions_stack( item_def &stack, int quant );
bool can_bottle_blood_from_corpse( int mons_type );
void turn_corpse_into_blood_potions ( item_def &item );