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* Allow toadstools on tiles Fedhas worshipers are standing onCharles Otto2010-01-171-5/+12
| | | | | Mostly this is so that decomposition can work on corpses the player is standing on. Update the decomposition ability description accordingly.
* Various cleanups, use you.weapon() more often, fix a note in README.txt.Haran Pilpel2010-01-131-12/+11
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* A start at fixing missile acquirement (Vandal).Jude Brown2010-01-121-11/+3
| | | | | | | | | | Vandal points out that SK_SLINGS was returning MI_STONE instead of sling bullet, and also had some legacy code around for SK_CROSSBOWS, darts and hand crossbows. This commit fixes that, but does not fix the issue of being unable to (I believe) acquire hand axes, dagger, javelins, throwing nets or large rocks for people with throwing skill.
* Bias non-divine weapon acquirement towards better items.Adam Borowski2010-01-041-10/+19
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* Try to avoid repeats when acquiring already seen weapons/armour.Adam Borowski2010-01-041-0/+15
| | | | | | | | | | Weapons: both type and brand is handled, separately. This means, once you've seen any lajatang, there is no more any bonus to get them -- you'll get 5 times as many quarterstaves, brand repeat protection comes only within the type. Armour: currently only brand is handled, type will have to be merged with the old code which suffered from no information about stash.
* Rods don't need to block shield acquirement nowStefan O'Rear2010-01-021-2/+1
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* Increase effects of Recharging on rods and allow it to affect enchantment ↵Stefan O'Rear2010-01-021-1/+12
| | | | (Eronarn).
* Rods have an intrinsic recharge rate (#300)Stefan O'Rear2010-01-021-10/+6
| | | | | | | | | | Using Eronarn's proposed system. Rods get a baseline of 4 MP per 100 turns; every rod has an enchantment, which adds to this. On top of that, you get the old Evocations bonus. At maxed Evocations with a +9 rod, you gain 52 MP per 100 turns. Unfortunately, all four of the multi-purpose fields were already used for rods, so I had to spill enchantment into props.
* Decouple rod recharge from availability of player MP (Mantis 300)Stefan O'Rear2010-01-021-0/+57
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* New gold acquirement formula (dpeg).Darshan Shaligram2010-01-031-4/+1
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* Subsume Darts skill into Throwing.Jude Brown2009-12-311-3/+3
| | | | | | | | | | | | | | | | Instances where Darts skill was previously check (such as blow guns, throwing of darts, etc), now check the throwing skill instead. This causes a few problems: * missile acquirement is possibly skewed now * aptitudes are now wrong, and should be adjusted This doesn't include code to compensate for large monsters that used to have a good throwing skills and bad dart skills now using the lower throwing skill, and vice versa, but it's a major start. TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't broken anything too major, but if so, the commit can be reverted.
* Nerf monster airstrike damage variance (bookofjude)Stefan O'Rear2009-12-311-4/+3
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* Allow tiles to destroy only some items.Stefan O'Rear2009-12-301-31/+20
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* Give move/copy_item_to_grid responsibility for hazardous terrainStefan O'Rear2009-12-291-18/+5
| | | | We now have much less duplication of logic, yay.
* Add tides to the Shoals.Darshan Shaligram2009-12-271-0/+2
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* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* Replace long debug message calls with dprf(), except for cases where a dumb ↵Adam Borowski2009-12-201-3/+1
| | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string.
* Skills unusable with your current god are less likely in manual acquirement.Johanna Ploog2009-12-181-4/+33
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* Acquirement should never give Demigods manuals of Invocations.Johanna Ploog2009-12-181-1/+1
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* Bring down random uselessness noise levels.Robert Vollmert2009-12-171-2/+2
| | | | | These probably don't have a huge gameplay effect, but it's closer to the miscast noises.
* Don't mark books acquired during acquirement statistics as "seen".Johanna Ploog2009-12-161-6/+8
| | | | | | | | | | | | | | This _could_ be useful for the question "Which books can I expect to have seen after N acquirements?" However, when running the acquirement statistics I prefer a slightly different question: "What are the chances of getting a certain book in this precise situation?" Don't know which of the two is the "correct" one, but I think it is annoying if I have to recreate a character for my book acquirement statistics just because the old one already "saw" all interesting spells, thus heavily skewing the results.
* Tidy up bracket placement according to our coding conventions.Johanna Ploog2009-12-101-4/+8
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* Get rid of you.synch_time.Robert Vollmert2009-12-021-4/+24
| | | | | Also, the check for whether to do the corresponding effects has been moved into effects.cc:handle_time.
* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+3
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* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
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* Quiet unitialized variable compiler warning.Matthew Cline2009-11-261-1/+1
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* Rework off-level monsters going to sleep (FR 2163705).Robert Vollmert2009-11-211-23/+39
| | | | | | | | | | The fleeing/cornered/batty check whose purpose I didn't get is gone with this. After x turns (depends on intelligence), half of the monsters will have forgotten about the player, and a quarter has gone to sleep. A given monster has a 95% chance of forgetting the player after 4*x turns, and going to sleep after 10*x turns.
* Create areas.cc and move sanctuary code there.Robert Vollmert2009-11-211-0/+1
| | | | | areas.cc is meant to collect all area effects like sanctuary, silence, halo, pending future unification.
* Remove trailing whitespace.David Lawrence Ramsey2009-11-201-1/+1
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* Properly mark blessed whips as TSO gifts (Scourges instead of Blades).David Lawrence Ramsey2009-11-191-2/+2
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* torment(): set attacker from casterMatthew Cline2009-11-171-1/+14
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* Alert tormented monsters even if attacker == NULLMatthew Cline2009-11-171-2/+2
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* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+1
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Split monster_pathfind out into mon-pathfind.cc.Robert Vollmert2009-11-161-0/+1
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* Remove the Divinations school.Adam Borowski2009-11-151-2/+2
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* Move player_can_smell to player::can_smell.Vsevolod Kozlov2009-11-141-3/+3
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* Give giant spiked clubs a nonzero acquirement weightStefan O'Rear2009-11-131-0/+9
| | | | | | | | 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.
* Restrict torment and holy word to LOS.Robert Vollmert2009-11-131-3/+14
| | | | | | Fixes 2842516. Also make them fill LOS properly.
* Convert a bunch of coordinate loops to new radius_iterator.Robert Vollmert2009-11-131-1/+1
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* Remove obsoleted los.h includes.Robert Vollmert2009-11-131-1/+0
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* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-4/+4
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* Replace monster_index with monsters::mindex.Vsevolod Kozlov2009-11-131-2/+2
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* Add summoner and non_actor_summoner to mgen_dataStefan O'Rear2009-11-121-3/+6
| | | | | Monsters now know who summoned them. This will be important later. Probably breaks something; saves are not one of them.
* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-2/+2
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Convert another 45 monster loops to monster_iterator.Robert Vollmert2009-11-111-44/+31
| | | | | | | A total of 53 have been converted; 39 left, of which some should stay. Now at a net loss of lines of code for monster_iterator. Occurrences of MAX_MONSTERS down to 65 from 116 in *.cc.
* Replace actor::is_unholy() with actor::undead_or_demonic().David Lawrence Ramsey2009-11-101-2/+2
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* Make actor::heal return bool; move heal_monster to monsters::heal.Vsevolod Kozlov2009-11-101-3/+2
| | | | | | | | monsters::heal and heal_monster used to have slightly different logic for increasing maximum HP. Now the heal_monster logic is used everywhere. player::heal always returns true at the moment, but since its return value is never checked, that does not affect anything.
* Add conditional bloodifying function and use it in some places.Robert Vollmert2009-11-101-10/+4
| | | | | This might help the reported blood-covered deep water, though I didn't see any obvious case that was a likely cause.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Allied giant spore behavior tweaksCharles Otto2009-11-091-2/+2
| | | | | | Make allied spores consistently ignore 't' commands, also make them wander unless they spot an enemy (instead of following you around until they find an enemy).