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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/spells4.cc
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/spells4.cc')
-rw-r--r--crawl-ref/source/spells4.cc11
1 files changed, 8 insertions, 3 deletions
diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc
index cbb771dfaa..d1e5192f24 100644
--- a/crawl-ref/source/spells4.cc
+++ b/crawl-ref/source/spells4.cc
@@ -1702,16 +1702,21 @@ bool cast_evaporate(int pow, bolt& beem, int potion)
fire_beam(beem);
// both old and new code use up a potion:
+ if (you.inv[potion].sub_type == POT_BLOOD
+ || you.inv[potion].sub_type == POT_BLOOD_COAGULATED)
+ {
+ remove_oldest_blood_potion(you.inv[potion]);
+ }
dec_inv_item_quantity( potion, 1 );
return (true);
} // end cast_evaporate()
-// The intent of this spell isn't to produce helpful potions
+// The intent of this spell isn't to produce helpful potions
// for drinking, but rather to provide ammo for the Evaporate
-// spell out of corpses, thus potentially making it useful.
+// spell out of corpses, thus potentially making it useful.
// Producing helpful potions would break game balance here...
-// and producing more than one potion from a corpse, or not
+// and producing more than one potion from a corpse, or not
// using up the corpse might also lead to game balance problems. -- bwr
void cast_fulsome_distillation( int powc )
{