| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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This should make it more relevant.
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It rarely did anything more interesting than cause the player to ctrl-F for
the spell and relearn it.
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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.
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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.
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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.
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They don't belong in performance sensitive code... and the only other class
derived from los_base just became 404-compliant.
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This reveals that bogus values were passed to ouch(), fortunately negative
and thus harmless.
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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.
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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.
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This includes fixes for 64834896234968 places in master that add new uses of
LEVEL_FOO and so on.
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Looks like get_XXX_path and the like in files.cc could use some drastic
simplification, or perhaps even a nuking and rewrite.
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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.
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"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.
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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.
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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.
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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.
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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.
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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.
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Also, the check for whether to do the corresponding effects has
been moved into effects.cc:handle_time.
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Also collect actor/player LOS code in actor-los.cc.
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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.
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These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Make toadstools created via decomposition friendly, exempt toadstools
from the allies dying conduct.
Increase decomposition toadstool base duration.
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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?
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<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
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tweaks.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10615 c06c8d41-db1a-0410-9941-cceddc491573
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cleanups added by me.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10442 c06c8d41-db1a-0410-9941-cceddc491573
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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
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