summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/effects.h
Commit message (Collapse)AuthorAgeFilesLines
* Reduce the base chance of applying corrosion, ignore item enchantment for ↵Chris Campbell2014-05-281-0/+1
| | | | | | | | | | | | | | | | 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.
* Trigger shoutitis on seeing enemies, not randomly (dck).Steve Melenchuk2014-05-231-1/+1
| | | | This should make it more relevant.
* Remove random amnesia from Sif wrath.elliptic2014-05-151-2/+0
| | | | | It rarely did anything more interesting than cause the player to ctrl-F for the spell and relearn it.
* Remove another unused argument to item scroll functions.Neil Moore2014-05-021-2/+1
|
* Rework the Horn of Geryon as an xp-charged evocable.gammafunk2014-02-281-1/+1
| | | | | | | | | | | | | | | | 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.
* Don't arc electricity when attacking with an elec weapon in waterChris Campbell2014-02-091-2/+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.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Make los_def not use virtual methods.Adam Borowski2013-12-021-1/+0
| | | | | They don't belong in performance sensitive code... and the only other class derived from los_base just became 404-compliant.
* Don't claim that tome of destruction explosion is "immolation".Adam Borowski2013-11-201-2/+0
|
* Get rid of one remaining use of get_los().Adam Borowski2013-11-051-3/+3
|
* Use a strict type, remove dead code.Adam Borowski2013-07-211-2/+1
|
* Use a strict type.Adam Borowski2013-07-211-3/+3
| | | | | This reveals that bogus values were passed to ouch(), fortunately negative and thus harmless.
* Implement elemental evoker recharge via xp gainDracoOmega2013-05-261-0/+1
| | | | | | | | | | | | | | The 4 elemental evokers (fan of gales, lamp of fire, stone of tremors, and phial of floods) now expend themselves after one use an can be recharged only by gaining exp while they are in the player's possession. The formula used almost certainly needs rewriting, as this is only one step up from a placeholder, but it will hopefully scale with player xl and evocations skill in a sane enough way to test. For now, exp gained is split among all evokers, meaning that carrying two causes each to recharge twice as slowly. I am not certain this is a good thing, but is up for future adjustment.
* Use std namespace.Raphael Langella2012-08-261-4/+4
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Make a few functions static/gone.Adam Borowski2012-04-271-1/+0
|
* Merge branch 'master' into portal_branchesAdam Borowski2012-03-261-1/+0
|\ | | | | | | | | This includes fixes for 64834896234968 places in master that add new uses of LEVEL_FOO and so on.
| * Make another bunch of functions static or deleted.Adam Borowski2012-03-211-1/+0
| | | | | | | | | | Looks like get_XXX_path and the like in files.cc could use some drastic simplification, or perhaps even a nuking and rewrite.
* | Merge branch 'master' into portal_branchesAdam Borowski2011-12-281-2/+2
|\|
| * Add formatting fixes.David Lawrence Ramsey2011-12-131-2/+2
| |
* | Merge branch 'master' into portal_branchesAdam Borowski2011-11-231-5/+5
|\|
| * Always id scrolls of holy word.Adam Borowski2011-11-201-5/+5
| |
* | Simplify Lugonu's Abyss exit.Adam Borowski2011-11-041-1/+1
|/
* Pass the person guilty of torment instead of guessing that.Adam Borowski2011-05-281-5/+3
| | | | | | | | | The guesses relied on quirks like you.turn_is_over which got altered during changes to sacrifice. Fixing that would take a single line, but it's better to simplify away the hacks altogether. Also, the sceptre of torment now works when wielded by monsters (on hit, not on merely walking around). This might be or might be not what we want.
* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+4
| | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* Allow cancelling some scrolls without consuming themArxale2011-01-261-1/+2
|
* Remove the code for a long-gone amnesia effect.Adam Borowski2010-10-091-1/+0
|
* Get rid of some more insidious longs.Adam Borowski2010-10-041-3/+3
| | | | | | | | | | Especially constructs like: long foo = x.props[].get_int() can get you by surprise on 32 bit arches -- even worse now that most devs are on amd64. Item flags I typedeffed as iflags_t, as it's likely we'll have to extend it soon, yet defining it as uint64_t now would be misleading since there are so many places it's used in a 32 bit manner.
* unided scrolls of recharging should fail if they target a full wandJesse Luehrs2010-09-051-1/+1
|
* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-2/+2
|
* Evict all the acquirement code out of effects.ccAdam Borowski2010-08-231-8/+0
|
* Slimy walls.Robert Vollmert2010-04-301-0/+2
| | | | | | | | | | | | | | | | | There's a new dungeon_feature_type DNGN_SLIMY_WALL that behaves like DNGN_ROCK_WALL in most ways (I'm sure I missed some things). The player and non-slime monsters are damaged proportionally to the number of walls they're next to. This currently goes through splash_with_acid for the player, which means they're immune if fully equipped, which is suboptimal. No item corrosion at the moment. For monsters, the damage doesn't take equipment into account, and is roughly the same as player damage. But this is easy to adjust: Just edit effects.cc:slime_wall_damage.
* Move {lose,restore}_stat to player-stats.cc.Robert Vollmert2010-04-011-11/+0
|
* Update actor::get_los to use global LOS.Robert Vollmert2010-03-221-2/+2
| | | | | | | | | | | | This is all not very nice. los_base is now an abstract base class for both los_def and los_glob (global LOS-backed los_def variant), and interators now take a *los_base. actor::update_los is gone. Arena LOS is quite probably broken again at the moment.
* Extend time counters from 23 bits (float) to 31 bits (int).Adam Borowski2010-02-041-2/+2
| | | | | | | | | | | In most places, they were stored as doubles (mantissa of 52 bits), but often passed as floats (mantissa 23 bits). Such bugs were present in stabwound's 92M turns game but in that version of Crawl we didn't use absolute counters for much and turn count was (and is) an int so nothing was visibly broken. In current Crawl, it would either crash or trigger an assert due to counters not adding up. This commit drops all abuses of double to store integer values.
* Decouple rod recharge from availability of player MP (Mantis 300)Stefan O'Rear2010-01-021-0/+1
|
* Don't mark books acquired during acquirement statistics as "seen".Johanna Ploog2009-12-161-4/+4
| | | | | | | | | | | | | | 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.
* Get rid of you.synch_time.Robert Vollmert2009-12-021-1/+1
| | | | | Also, the check for whether to do the corresponding effects has been moved into effects.cc:handle_time.
* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-3/+1
|
* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-1/+1
| | | | Also collect actor/player LOS code in actor-los.cc.
* Make some passed references const.Robert Vollmert2009-11-061-7/+7
| | | | | | A couple of the Feawn functions were passed read-only arguments (coordinate center, etc.) as non-const references, which leaked out to require you.pos() to be non-const.
* Remove "called from:" comments.Vsevolod Kozlov2009-11-031-53/+0
| | | | | | These were of questionable use and freshness. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Remove mstuff2.h and mstuff2 referencesMatthew Cline2009-11-031-10/+3
|
* Some tweaks to decompositionCharles Otto2009-11-021-0/+1
| | | | | | | Make toadstools created via decomposition friendly, exempt toadstools from the allies dying conduct. Increase decomposition toadstool base duration.
* Electrocution discharge in water ala FR 1637214abrahamwl2009-10-281-0/+2
| | | | | | | | | | | | | | | | | | | Weapons of electrocution now discharge in water, if the target is touching the water and not rElec, hitting all adjacent water-touching non-rElec creatures for about half the normal electrocution damage. Particularly notable new code is the implementation of an area-of-effect callback for beams, as well as a function and structure for weapon effects that should only happen after the target would have died, if it was going to die, and therefore cannot safely make use of its data. Issues that still need to be decided: - How doe Xom feel about this? (eg. If creatures hurt themselves this way.) - Should it ask you if you want to attack when you know the discharge will hit yourself?
* Split actors and env from externs.h.Robert Vollmert2009-10-211-1/+2
|
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
|
* Allow vaults to request use of the acquirement code with "acquire ↵dshaligram2009-09-211-0/+4
| | | | | | <item_class>" or "acquire:<god> <item_class>" in item specs (due). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10765 c06c8d41-db1a-0410-9941-cceddc491573
* Apply caotto's Feawn evolution update patch in [2841648], with a few dolorous2009-09-031-1/+3
| | | | | | | tweaks. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10615 c06c8d41-db1a-0410-9941-cceddc491573
* Apply caotto's patch in [2827204] to finish the plant god, with some dolorous2009-07-281-0/+14
| | | | | | | cleanups added by me. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10442 c06c8d41-db1a-0410-9941-cceddc491573
* Apply caotto's plant god patch, for now named "Feawn".j-p-e-g2009-07-201-0/+7
| | | | | | | Also fix potions of porridge's menu colour being yellow for Mummies. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10355 c06c8d41-db1a-0410-9941-cceddc491573