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* Remove 2 more parameters from items()reaverb2014-08-081-4/+4
| | | | | They were only used in one place, and the relevant code was moved to that one place in the previous commit.
* Hide a hack better.Shmuale Mark2014-08-031-3/+2
| | | | | | | Ideally, we wouldn't be using special for unrands totally different from how items of the same type do, but that's less trivial than this commit. A centralised place to check for being an unrand should at least make such a change easier.
* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Move redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Move get_ch() from stuff.cc to macro.ccNicholas Feinberg2014-07-271-0/+1
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* Refactor weapon_skill()Nicholas Feinberg2014-07-131-3/+1
| | | | | | | | | | | | | | This function was misleadingly named (it only provided the skill used for melee weapons, not ranged weapons), and incomplete; code along the lines of "is_ranged_weapon(*it) ? range_skill(*it) : weapon_skill(*it)" was scattered in about half a dozen different functions. I've corrected both of those problems (renaming weapon_ skill() to melee_skill() and adding item_weapon_skill()), and also possibly fixed two bugs in the process - an l_you.cc function that claimed to provide the skill used for the starting weapon (but actually only gave the melee skill), and unrand creation code that checked if a potential unrand swap used the same (melee) skill as the weapon type being generated.
* Simplify blood potion initializationNicholas Feinberg2014-07-041-3/+0
| | | | | The back-compat code was hardly needed when it was added, much less now.
* Move blood rotting into a new fileNicholas Feinberg2014-07-011-1/+1
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* Remove an unused argument from the items() functiongammafunk2014-06-291-2/+2
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* Rename 'mesclr()' to 'clear_messages()'reaverb2014-06-221-1/+1
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* Plus2: Make weapons only generate with one plusChris Oelmueller2014-06-141-14/+4
| | | | [Committer's note: Merged a few commits into this.]
* Don't acquire manuals of invo under Gozag.Neil Moore2014-06-141-0/+1
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* Simplify some code now that slaying only uses item.plusChris Oelmueller2014-06-131-6/+1
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* Revert "Make random_choose_weighted() end on -1 weight"reaverb2014-06-101-2/+2
| | | | | | | This reverts commit 7e81480cda18144ff185f5248639a072b654deff. Turns out I missed some calls to random_choose_weighted(), this change might not even be worth doing.
* Make random_choose_weighted() end on -1 weightreaverb2014-06-101-2/+2
| | | | For consistency with random_choose().
* Refactor _find_acquirement_subtype.Neil Moore2014-06-051-55/+58
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* Remove an unused constant and typedef.Neil Moore2014-06-051-3/+0
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* Don't purposely avoid acquiring things the player is carryingreaverb2014-06-051-26/+3
| | | | | | | | | | | | | | | | | So for example, if you had a lamp of fire in your inventory and acquired misc, this code meant acquirement would purposely avoid giving you another lamp of fire. If it was in your stash, however, acquirement didn't care. This is obviously wrong since things like miscellaneous acquirement assume you can get multiple of a single sub_type, and violates the "don't make players do silly things before reading ?acquire" rule. This might alter the standings of staff, misc, and jewellry acquirement, but none of those are all stars likely to be totally broken by this change. I've traced this back to 1d0f57cbceb, with only a couple changes in between, so this either traces to before stone soup or shortly after.
* Enforce 80-char rule in misc acquirementreaverb2014-06-051-20/+20
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* Make Doxygen @returns "@return" for consistancy.reaverb2014-06-051-1/+1
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* Revert "Replace some you.mutaiton[] calls with player_mutation_level()"reaverb2014-06-031-4/+1
| | | | | | | | | This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64. It turns out player_mutation_level() is not just a wrapper for you.mutation, so this could cause some odd bugs like being transformed influencing acquirement or not properly updating saves, it's probably best to just reapply places where we know the usage is correct.
* Replace some you.mutaiton[] calls with player_mutation_level()reaverb2014-06-031-1/+4
| | | | | It's still inconsistant, but at least some more non setting uses are now using player_mutation_level().
* Remove darts.Shmuale Mark2014-05-301-2/+1
| | | | | | | | | | They don't have much use outside the first level of D (possibly also the second): popping spores, killing slow things, waking up sleeping monsters, etc. are all served just as well by stones, and anybody who really wants to do damage with throwing would be better served with tomahawks before they find javelins. For one case where they could be useful (dispersal), tomahawks have been given a chance at the dispersal brand.
* Remove AQ_CARD_GENIE on TAG_MAJOR_VERSION bumpreaverb2014-05-291-4/+1
| | | | Now that the Genie card is gone it has no reason to exist.
* Alter the decks Nemelex gifts.Shayne Halvorson2014-05-281-1/+1
| | | | | | | | Decks of war and decks of escape are now Nemelex' decks; decks of wonders contain the cards that Nemelex doesn't gift. Some cards have been move to fit this. Warp (blink) and Portal (teleport) cards are removed.
* Remove some foods.Shmuale Mark2014-05-261-2/+2
| | | | | | Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples, apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas, and cheese.
* Make no device heal a normal 3-level mutation.Shmuale Mark2014-05-231-1/+1
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* Fix royal jellies being 6 times more likely from acquirement than rationsChris Campbell2014-05-221-5/+3
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* Rename honeycombs royal jellies (PleasingFungus).Shmuale Mark2014-05-211-2/+2
| | | | | | | | | The name works just as well with bee themes, but also fits with the occasional jelly theme that vaults have. I also feel that it's a bit more iconic. Thankfully the bikeshed doesn't even have to change colour -- they were always both yellow.
* Remove Ambrosiareaverb2014-05-211-6/+1
| | | | | | | | Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as giving the effect to !magic have been proposed. Once again, somebody might want to review my vault edits. I mostly replaced ambrosia with honeycombs.
* Remove royal jelliesreaverb2014-05-211-3/+1
| | | | | | Somebody else might want to review my vault changes - I mostly replaced them with honeycombs, which might be a problem, for example, in the Jiyva vaults.
* Make acquired books the right colour (wheals).Neil Moore2014-05-201-0/+3
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* Use you.innate_mutation rather than you.innate_mutationsreaverb2014-05-141-1/+1
| | | | Ditto for you.temp_mutation.
* s/doodad/acq_item/ in acquire.ccreaverb2014-05-101-75/+75
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* Remove decks of dungeons and a number of now-unused cardsChris Campbell2014-05-091-3/+2
| | | | | | | Decks of dungeons were no longer gifted and only generated very rarely. Most of the cards in it (as well as some cards just removed from wonders) were either uninteresting or problematic for various reasons. The removed cards are Experience, Sage, Water, Glass, Trowel, Minefield.
* Make MUT_NO_DEVICE_HEAL a normal bad mutation with 2 levelsreaverb2014-05-081-1/+1
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* Replace rings of hunger/sustenance with loudness/stealth in-placeChris Oelmueller2014-04-301-1/+1
| | | | | Those give one level of -50/+50 stealth each. Stealth is priced at old sustenance level (but often comes cursed), loudness around 50-60 after curses.
* Remove the book of War Chants.Shmuale Mark2014-04-271-1/+1
| | | | With the weapon branding spells gone it was in a pretty sad shape.
* Give VS a low chance of acquiring wands of heal wounds instead of no chanceChris Campbell2014-03-221-1/+1
| | | | | Similar to hasting and teleportation for Formicids, it's not strictly useless if you have allies.
* Make wands acquirement disfavor wands of hasting and teleport for formicidsDracoOmega2014-03-221-7/+3
| | | | | | | While these aren't strictly useless for formicids (you can teleport enemies and haste allies), both are considerably less useful than for other races due to permastasis, so I think acquirement should reflect that when handing out items (as it does for vine stalkers).
* Simplify the miscellaneous item acquirement code (Reaver, #8272)gammafunk2014-03-151-22/+32
| | | | | | | | | | | | | | | | | The old code had unclear chances of acquirement due to items' chances depending on where they were in a list. This commit clarifies the weightings and sets these to better values. It does the following: * only gifts the 4 kinds of decks not gifted by nemelex. * reduces the weights for decks overall. * for elemental evokables not seen before, gift them with higher weight compared to the other evokable types. * for evokables other than the disc of storms and lantern of shadows, allow gifting at a lower weight even if they have been seen before. * gifts crystal ball of energy with chance (evocations * max(spellcasting, invocations)) out of 27^2.
* Make acquirement only produce legendary decks.elliptic2014-03-151-3/+3
| | | | | | There's plenty of variation in quality and usefulness even just among legendary decks, and non-legendary decks aren't good for much unless you worship Nemelex, who gifts plenty of them anyway.
* Don't generate racial armourChris Oelmueller2014-03-061-8/+2
| | | | | | | | [It had much the same problems as racial weapons, with only very slightly more significant effects. Some of the old effects of racial armour could potentially be rethought and made into a new armour ego. Beogh still gives a (slightly smaller than before) bonus for armour use, without the orcish requirement. -MarvinPA]
* Remove the rod of venom.Steve Melenchuk2014-02-261-1/+1
| | | | | | | It had OTR (available through staff of Olgreb), Poisonous Cloud (sort of available through the rod of clouds), and Poison Arrow. A multi-spell rod which duplicates effects of other items and whose sole remaining spell is itself a normal spell does not need to exist.
* Don't generate racial weapons or launchersChris Campbell2014-02-241-2/+2
| | | | | | | | | | | | The effects of racial weapons were very minimal and unlikely to be noticed. Even if they were made significant, they would only apply to a very small subset of races. The only somewhat notable effect was Beogh's slight slaying bonus (and even that was very minor), this could be compensated for in some other way if necessary. Racial armour has slightly more noticeable effects and currently still remains, but could probably be removed too (potentially replacing the racial effects with armour egos instead).
* Remove the rod of wardingChris Campbell2014-02-181-0/+8
| | | | | | | It's one of the various uninteresting multi-spell rods, with Deflect Missiles as the only notable spell most of the time, and DMsl doesn't work as a rod spell with its recent changes (and probably shouldn't be a rod spell even if it did work properly).
* Allow felids to use wandsDracoOmega2014-02-141-1/+0
| | | | | | | | | | | | | | | | Wands are an important part of the general Crawl player toolkit, and felids were hampered considerably by not having access to them - for certain tasks there was basically no substitute (for instance, a felid of Trog has no reasonable way to dig anything). Given that felids are able to draw cards from decks, uncork potions, and carry a variety of objects in their mouths, it doesn't seem a stretch that they could hold a stick and wave it in the generally right direction for it to do something. This is a definite buff, but felids are certainly not considered overly powerful at the moment and I doubt this will change that (also, it means that less of the items you find in the game are completely irrelevant to you, which seems a good thing).
* Adjust missile acquirement, don't look at inventory itemsChris Campbell2014-02-091-17/+4
| | | | | | | The check for whether to include needles as a possibility checks stealth skill rather than the presence of a blowgun. Not sure that this check is great either but it's an improvement over checking for specific carried items (since that has been removed from all other types of acquirement).
* Vine stalkers added.Sage2014-01-261-1/+6
| | | | | | | | | | | | | Weirdness and Mutations: - Fangs II (Becomes III at xl8) - Antimagic bite (Much stronger than standard bite, bites every turn, applies antimagic brand, and restores your mana) - Potions and wands cannot restore your HP - Regen III - Unbreathing - Spirit shield - HP -3 - MP +1
* Remove a special case for level 1 spellcasting skill in acquirement (#7991)Chris Campbell2014-01-171-4/+0
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