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* Make potions of resistance grant rCorrgammafunk2014-08-051-1/+1
| | | | | | | | | | | rCorr is less common with the removal of the preservation ego and recently less effective at blocking the corrosion effect. Adding rCorr to the potion increases the resistance's availability and falls reasonably under the umbrella of "temporary natural resistances" of the consumable. After the 0.15 release, we can consider if we want to add rCorr as to artefacts or as an ego for e.g. cloaks, possibly contingent on adding further monster acid attacks, in which case we can reconsider the potion if need be.
* 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!
* Remove another ancient commentreaverb2014-07-281-3/+0
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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Move get_ch() from stuff.cc to macro.ccNicholas Feinberg2014-07-271-0/+1
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* Correct a commentNicholas Feinberg2014-07-261-2/+1
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* Reduce rCorr corrosion chance reductionNicholas Feinberg2014-07-261-2/+3
| | | | | | From 90% to 50%. (Though both of those percents are misleadingly low - rCorr also reduces acid damage, which determines the chance of applying corrosion.)
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-2/+2
| | | | As part of a wider scheme to make draining temporary.
* Remove some duplicate code.Neil Moore2014-07-131-14/+2
| | | | | | We had a template to compare pairs by their second member, and two separate classes to do the same thing for specific pair types. Remove the non-generic versions, and move the template to libutil.h.
* Simplify a check for monsters following ordersChris Campbell2014-07-131-5/+1
| | | | | | mons_is_conjured() covers all of these and some other monsters that shouldn't follow orders (like vortices if they weren't always confused anyway).
* Move some more rot code into rot.ccNicholas Feinberg2014-07-041-224/+3
| | | | And refactor a little.
* Remove xNicholas Feinberg2014-07-041-19/+27
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* Remove a reference to monster nappingNicholas Feinberg2014-07-041-1/+1
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* Let BLOOD finally have its place in the sunNicholas Feinberg2014-07-011-0/+1
| | | | | | ...by moving bloodspatter functions into their own file. Death to misc.cc! Long live the new file hierarchy!
* Split butchering/bottling into a new fileNicholas Feinberg2014-07-011-0/+1
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* Move blood rotting into a new fileNicholas Feinberg2014-07-011-0/+1
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* Remove an unused prop definitionNicholas Feinberg2014-07-011-2/+0
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* Make carried skeletons/corpses never rotNicholas Feinberg2014-06-301-88/+19
| | | | Since you can't pick them up anymore!
* Rename 'mesclr()' to 'clear_messages()'reaverb2014-06-221-1/+1
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* The great mon-stuff migration.Shmuale Mark2014-06-221-5/+4
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Don't crash on t-r at the map edge (bh)Neil Moore2014-06-091-1/+1
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* Remove mummy stabbingreaverb2014-06-081-11/+6
| | | | | | | | | | | | Monsters falling asleep tended to promote scumming because it gives an advantage for simply waiting. It also had a couple arguably good effects, like letting players leave a difficult level and come back later once things have cooled down, but these aren't really significant enough to make this a good mechanic. Monsters still begin wandering if enough time passes. If there are unseen consequences this commit can easily be reverted.
* Reduce the base chance of applying corrosion, ignore item enchantment for ↵Chris Campbell2014-05-281-0/+48
| | | | | | | | | | | | | | | | resistance With temporary corrosion being more abstracted than permanent corrosion, having items resist individually was a little strange since an artefact or +9 weapon could still be "corroded" by swapping from something else to it, or by having your armour be the target of the acid. Corrosion now just looks at equipped/empty slots to determine the chance of applying the debuff and how much damage to do with the acid splash, and is less likely to apply the debuff (compared to low-enchantment items). Item enchantment (or artefact status, or crystal plate armour-ness) no longer has an effect. The debuff also now can't be applied multiple times from one acid splash.
* Remove player burden and carrying capacitygammafunk2014-05-261-4/+1
| | | | | | | | | | | Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
* Trigger shoutitis on seeing enemies, not randomly (dck).Steve Melenchuk2014-05-231-26/+11
| | | | This should make it more relevant.
* Remove random amnesia from Sif wrath.elliptic2014-05-151-31/+0
| | | | | It rarely did anything more interesting than cause the player to ctrl-F for the spell and relearn it.
* Clean up _magic_contamination_effects a littlereaverb2014-05-141-50/+54
| | | | | Including renaming it to _handle_magic_contamination and giving its old name to a helper function.
* Remove a silly use of else if (_magic_contamination_effects)reaverb2014-05-131-45/+48
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Don't timeout Gozag bribes over time.Steve Melenchuk2014-05-101-17/+10
| | | | | If you're hanging around in a branch, monster generation will eventually exhaust the bribe, of course.
* Redraw AC/EV/SH when gaining or losing Gozag's gold skill bonusChris Campbell2014-05-071-0/+4
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* Gozag: prelimiary implementation of Bribe Branch.Steve Melenchuk2014-05-071-0/+16
| | | | | | | | | | Spend 3000 gold for a chance of temporarily turning some of the inhabitants of a branch good neutral, or possibly even friendly. Bribes are only effective against newly generated monsters (i.e. on level creation or monsters that spawn afterwards); the fund times out over time and more quickly with the number of enemies affected, upon which neutral enemies turn hostile again; friendly followers will continue to follow the player subject to occasional follow-up payments.
* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+9
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Remove another unused argument to item scroll functions.Neil Moore2014-05-021-1/+2
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* Auto-id jewellery on equip.Shmuale Mark2014-04-271-3/+0
| | | | | | | | | | | | In the case of rings/amulets that identified themselves when they had an effect, the player would want to try to put themselves in a position where the item would identify, which was techincally optimal but quite annoying. There were a few items that never would identify, but on the whole it's not worth keeping around the behavior just for them. The ID code is pretty confusing and it's quite possible the implementation is not ideal or there are actual bugs.
* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-0/+1
| | | | | | | Touches a lot of files since their #includes have to be edited. (Pushing now since it shouldn't break anything and keeping it updated is nasty.)
* Don't increase holy word power when worshipping a good godChris Campbell2014-03-301-3/+1
| | | | | | It was a strange hidden effect, and holy word is very strong at its regular power anyway. Also remove the fear enchantment which didn't actually have an effect.
* Make HUPping at a read-ID scroll prompt behave more consistently.Steve Melenchuk2014-03-281-2/+2
| | | | | | | | | Namely, aborting out in this fashion wastes the scroll, like other means of aborting out; this was the case with the weapon selection prompt but not the prompts added afterwards. Also removes a FIXME comment which prompted this; some discussion on IRC suggests that this patch generates the desired behaviour.
* Rework some checks for player shout volumeChris Campbell2014-03-241-22/+3
| | | | | Removes a bit of duplication, and makes shoutitis still increase shout volume if transformed into something noisy/quiet.
* Allow all forms to speakChris Campbell2014-03-241-6/+2
| | | | | | | | All of these could read scrolls (except wisp) and invoke god abilities, and tree form could cast spells too. Disallowing those from what are already some of the most limited forms seems hugely problematic, whereas allowing speaking is unlikely to change much other than making the list of form restrictions slightly simpler.
* Remove `auto_list` optionChris Oelmueller2014-03-111-2/+1
| | | | | | | | | | | | | It has been defaulting to `true` for a while now. That setting provides a nicer interface overall and there is little reason to support alter- nate input methods. Some prompts asking for a letter have not been adjusted, for example evoking a rod with multiple spells. Those are hopefully gone soon anyways. [Committer's note: The option had no known uses except by bots, and those could work without it. And, of course, multi-spell rods are gone.]
* Make all abyss teleports shift the Abyss (minmay).Shmuale Mark2014-03-081-1/+1
| | | | | | | | | | | | | | | | Partly this is to (somewhat) make the Abyss a little easier. Teleports still take longer than orbrun teleports to kick in on average, and in general letting the player know what an action will do is a good thing. But the main reason is that, due to maprot, same-area abyss teleports are a pretty awful interface screw. You are prevented from remembering what monsters were around (this was quite annoying when being marked was more common in the abyss), and though you can see for one second what direction you came from, immediately after the screen refreshes and you can't anymore. Possibly this could lead to improving/removing altogether maprot.
* Recharging is wasted if you read-ID with nothing to charge (qw).Steve Melenchuk2014-03-061-1/+1
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* Make slow heal less annoyingChris Oelmueller2014-03-061-6/+2
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* Finish making all scrolls read ID.Steve Melenchuk2014-03-011-3/+20
| | | | | | This includes identify, enchant armour, and recharging. A lot of now-unnecessary code goes away with this.
* Rework the Horn of Geryon as an xp-charged evocable.gammafunk2014-02-281-2/+2
| | | | | | | | | | | | | | | | Previously the horn was a nearly useless item after unbarring the hells and possibly opening a trove. This version keeps the summon hell beast theme but turns it into a more useful xp-charging evocable. Evoking it when it's charged summons 1-4 hell beasts, depending on evocations, each summon having a small chance of being hostile, also depending on evocations. The chance of getting a hostile hell beast is 7 in evocations * 10 (always hostile at evocations 0). Two hell beasts get created 63% of the time at 10 evocations, three 63% of the time at 15 evocations, and 4 66% of the time at 20 evocations, with always 4 summoned at higher than 23 evocations. It could perhaps use an additional effect, but it's an always-generated item that's relatively accessible in a 3-rune game, so some care has to be taken there.
* Remove djinn.wheals2014-02-241-2/+8
| | | | | | | Djinn games can't be started (hopefully including using the rcfile), and djinn code should be removed on save-compat bump. Also, schedule a few SE things to be removed.
* Make "every 20 turns" effects happen less predictably.Steve Melenchuk2014-02-091-82/+142
| | | | | | | | | | | | | This introduces event timers that schedule the next time the code handling one of these effects - including such things as hell effects, glowsplosions, and divine retribution - to happen a random amount of time after the current time the event runs. Most things are called every 100-300 aut (or a multiplier thereof); a minimum delay between instances seems appropriate, as does a maximum. I'm not completely satisfied with this implementation, but it gets the job done.
* Don't arc electricity when attacking with an elec weapon in waterChris Campbell2014-02-091-56/+0
| | | | | | The main thing it did was cause annoying prompts when you could hit yourself or an ally with the arc. It was rarely relevant other than that, and just made elec brand a bit more complicated unnecessarily.
* Prevent Yred servants from becoming hostile for reading ?HW.Sage2014-01-301-1/+7
| | | | | | ...Provided that you didn't know the scroll beforehand. Hostility on unidentified ?HW encourages sending your mob away whenever you want to read-ID, which is sort of silly.