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* headers: fix inconsistent struct/class forward declarationsSteven Noonan2009-12-291-1/+1
| | | | | | | Some classes were erroneously referred to as 'struct' in forward declarations, and vice versa. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Add the unrandart "hat of Pondering" (ponderousness).Johanna Ploog2009-12-151-1/+2
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* New unrand: +3 robe of Clouds (rElec, +Lev)Jude Brown2009-11-281-1/+2
| | | | | | It creates clouds of rain and thin mist around the player (very occasionally). Provides insulation and evocable levitation. Also has a tile!
* Split chaotic things into unclean and chaotic things.David Lawrence Ramsey2009-11-191-1/+2
| | | | | | | | | | Chaotic things are now shapeshifters, mutators, etc., while unclean things are diseasing things, rotting things, etc. Zin still hates both. As good gods treat both unholy and evil monsters as evil, he'll treat both unclean and chaotic monsters as chaotic. Note that silver will only do extra damage to chaotics, as before.
* Give giant spiked clubs a nonzero acquirement weightStefan O'Rear2009-11-131-1/+1
| | | | | | | | They're the best weapon in the game for the races that can weild them, it makes no sense to exclude them from acquirements. Also give mundane items generated by acquirement enchantments and artifact status.
* Fixedart: shield of the gong. Wakes up everyone in a large radius on being ↵Adam Borowski2009-11-131-1/+2
| | | | | | | struck. The exact resists are not yet filled in, we'd need to interrogate zelgadis who provided the idea.
* Autogenerated changes to junk which shouldn't be under version control.Adam Borowski2009-11-121-1/+3
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* Properly split up unholy and evil items, reworking is_(unholy|evil)().David Lawrence Ramsey2009-11-101-2/+3
| | | | This is mainly for Fedhas, who hates the latter but not the former.
* Remove "called from:" comments.Vsevolod Kozlov2009-11-031-33/+0
| | | | | | These were of questionable use and freshness. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Blessed Blades created the round before shouldn't be "ancient artifacts".Adam Borowski2009-10-301-1/+0
| | | | I didn't make them "new artifacts" either -- they're enchantable now.
* gods: added "Chronos", the slow godSteven Noonan2009-10-201-0/+5
| | | | | Signed-off-by: Brendan Hickey <brendan@bhickey.net> Acked-by: Steven Noonan <steven@uplinklabs.net>
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* autogenerated art data needed by the Windows buildAdam Borowski2009-10-051-1/+2
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* More artefact/acquirement modifications:j-p-e-g2009-08-081-3/+0
| | | | | | | | | | | | | | | | | | | | | | * When handing out body armour via scroll acquirement, use a rough order of armour subtypes and assign weights according to Armour skill, i.e. robes are most likely at Armour skill 0 and crystal plate mail is most likely at Armour skill 27 (well, 24+, to be exact). * When handing out mundane items, consider the shield slot to be filled if the character is unarmed has a high UC skill, or is wielding a two-hander, a ranged weapon, or a rod. I don't know how much shields hamper spellcasting - that could be included as well. * In the creation of artefacts (also outside acquirement) make sure that those boring randarts that only have one stat property (AC, EV, Str, Dex, Int) get another one, and there's a chance of getting a third. Also, if the only property is Acc or Dam there's a 50% chance of getting one or two more. As before, the bonus properties are all stat properties, so this shouldn't be too powerful. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10501 c06c8d41-db1a-0410-9941-cceddc491573
* Allow unrandart launchers to modify the beam of the missile they fire.zelgadis2009-07-211-2/+18
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10363 c06c8d41-db1a-0410-9941-cceddc491573
* Now any noisy unrandart weapon can have its own set of messages, not justzelgadis2009-06-281-4/+0
| | | | | | | | the Singing Sword. No new messages for the spear of the Botono or the Elemental Staff, though. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10066 c06c8d41-db1a-0410-9941-cceddc491573
* * Moved most hard-coded non-standard unrandart behaviour to art-func.h,zelgadis2009-06-271-5/+30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | specifically code for equipping, unequpping, an equipped unrandart doing something every time world_reacts() is called (special wield effects), melee hit effects, and evoking. Left hardcoded outside of art-func.h: * Sword of Cerebov temproarily downgrading the defender's fire resistance. * Staff of Olgreb boosting poison spells, as if it were a staff of poison. * Vampire's Tooth always getting maximal vampiric drain. * Mace of Variablity's initial pluses being chosen at creation time. * Since what used to be special wield effects is now handled very differently, noisy weapons and the lantern of shadows effects are handled with player attributes rather than SPWLD_NOISES and SPWLD_SHADOW. * Unrandarts can now have an elemental colour for their colour (currently only used for the Mace of Variability). * Unrandarts' value modification, being special, and being evil are now handled in art-data.txt rather than being hardcoded. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10055 c06c8d41-db1a-0410-9941-cceddc491573
* Add tile definitions into art-data.txt, though only for the item tiles.j-p-e-g2009-06-261-1/+1
| | | | | | | (The doll definitions are too complicated.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10050 c06c8d41-db1a-0410-9941-cceddc491573
* Remove "#define SPWPN_FOOBAR UNRAND_FOOBAR" backwards compatibility forzelgadis2009-06-251-18/+0
| | | | | | | fixed-art brand_type enumerations. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10041 c06c8d41-db1a-0410-9941-cceddc491573
* Fix tiles build, and mention tiles handling in art-data.txt.j-p-e-g2009-06-251-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10038 c06c8d41-db1a-0410-9941-cceddc491573
* First part of the merger of fixed artefacts into unrandom artefactszelgadis2009-06-251-0/+263
(further changes will be much smaller). Breaks savefile compatibility, and bumps the major savefile version up to 6. Some changes made to some tiles files, but it hasn't been tested with a tiles build. Overview of changes: * Unrand artefacts are now defined in art-data.txt and is turned into C code via util/art-data.pl. This has the dual advantage of being more readable by humans, and that if the unrand data structure changes then you can just change util/art-data.pl and regenerate the C code rather than having to change some 70 different C structs by hand. * util/art-data.pl automatically updates NO_UNRANDARTS, and also automatically generates an enumeration of all the unrands which are equal to their item.special field. * randart.cc and randart.h have been renamed to artefact.cc and artefact.h, since the files covers all types of artefacts, and the differences between randarts, unrandarts and (former) fixed arts have been minimized since the terms were introduced. Also renamed unrand.h to art-data.h * The brands and resistances of former fixed arts are now handled via artefact properties, but the rest of their special behaviours are still hardcoded. * Unrandarts are now distinguished between normal and "special", with the special ones currently just being identical to the list of the formed fixed arts. Special unrandarts are randomly generated less often than normal unrandarts, can be generated in the Abyss if they've been lost, can't be picked up by monsters, and can't be affected by Tukima's Dance. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10035 c06c8d41-db1a-0410-9941-cceddc491573