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* Hide a hack better.Shmuale Mark2014-08-031-4/+1
| | | | | | | Ideally, we wouldn't be using special for unrands totally different from how items of the same type do, but that's less trivial than this commit. A centralised place to check for being an unrand should at least make such a change easier.
* Remove stuffNicholas Feinberg2014-07-291-1/+2
| | | | | | | .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!
* Unbrace.Neil Moore2014-07-131-2/+0
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* Refactor weapon_skill()Nicholas Feinberg2014-07-131-2/+1
| | | | | | | | | | | | | | This function was misleadingly named (it only provided the skill used for melee weapons, not ranged weapons), and incomplete; code along the lines of "is_ranged_weapon(*it) ? range_skill(*it) : weapon_skill(*it)" was scattered in about half a dozen different functions. I've corrected both of those problems (renaming weapon_ skill() to melee_skill() and adding item_weapon_skill()), and also possibly fixed two bugs in the process - an l_you.cc function that claimed to provide the skill used for the starting weapon (but actually only gave the melee skill), and unrand creation code that checked if a potential unrand swap used the same (melee) skill as the weapon type being generated.
* Don't consider the finger necklace's ring slot for Ash boundednessChris Campbell2014-07-081-1/+6
| | | | | Felids and Octopodes wearing the necklace had the extra ring slot counted towards their boundedness (but other species didn't).
* Let Felids be fully bound under Ashenzari when all their slots are cursedChris Campbell2014-07-081-0/+4
| | | | | | Previously it was only possible for them to reach level 3 out of 4 with all their slots cursed. Instead allow them to be fully bound when all three jewellery slots are cursed at once.
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+0
| | | | | | | | | 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.
* Rename "vampiricism" to "vampirism" (ChrisOelmueller, #8435)reaverb2014-06-151-1/+1
| | | | | | | Chris Oelmueller made an excellent patch for this, but unfortunately it was rather rotted by the time somebody decided to look at it. It was easier to recreate than update. I've also added some tiles stuff which was missed in the original patch.
* Rename BEAM_NAPALM to BEAM_STICKY_FLAMEreaverb2014-06-111-1/+1
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+4
| | | | This fixes all the instances caught by unbrace.
* Revert "Revert "Remove player clinging"."reaver2014-05-071-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd. Conflicts: crawl-ref/source/main.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/shout.cc crawl-ref/source/status.cc crawl-ref/source/status.h crawl-ref/source/terrain.cc crawl-ref/source/transform.cc Minor, prerequesite reverts: b0d520741c8e9a26e7a786a34285f7a9412d8d10 Trival removal of clinging from the Boots of the Spider 3e0928f93c3f8a78ac6327c26986b406f7d7f603 (conflict in crawl-ref/source/item_use.cc) Thanks to gammafunk for removing the last bits of clinging code! To do: Decide what to do about the boots of the spider.
* Replace Gozag's gold lust with gold distraction (dpeg).Steve Melenchuk2014-05-071-2/+2
| | | | | For every fresh pile of gold in LOS of a monster when they're acting, they have a 5% chance of doing nothing that turn.
* More Qazlal storm tweaks.elliptic2014-05-071-5/+3
| | | | | The corridor check catches corners and corridor mouths now. As compensation, increase the number of clouds created, especially at lower piety levels.
* Clean up a div_rand_round in Qazlal cloud placement.elliptic2014-05-071-5/+4
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* Rejig Q cloud generation again.Steve Melenchuk2014-05-071-12/+11
| | | | | | | | | | Mainly, don't place clouds in corridors, and don't try to avoid placing clouds next to each other because it doesn't block autoexplore any longer. Since the cloud radius has been reduced, firewood is now eligible for placement again; since cloud adjacency restrictions are gone, reduce the number of clouds generated.
* Make Q's GONNNNG conduct more of an official thing.Steve Melenchuk2014-05-071-0/+4
| | | | | | | | | To make up for less thunder clouds. You get 3 noise per action at 1* piety up to 16 noise per action at 6* piety (about the same as a fireball). Have fun!
* More Q cloud generation tweaks.Steve Melenchuk2014-05-071-3/+5
| | | | | Generate more clouds (because it's in a smaller area) and don't place fire clouds next to water at all.
* Don't place Q flame clouds over water.Steve Melenchuk2014-05-071-4/+9
| | | | We don't want the player to get too steamed, after all.
* Restrict Q cloud generation to a 1 or 2 tile radius (nicolae).Steve Melenchuk2014-05-071-5/+6
| | | | | Should cut down on visual spam significantly, though this probably isn't a complete solution.
* Cut Qazlal's bonus SH.Steve Melenchuk2014-05-071-1/+1
| | | | | | | It was outstripping TSO's Divine Shield at 27 Invo + Shields, which is undesirable. (cherry picked from commit f28fdd92972f01bc44c7c4ec57ee1e0f1c9c92e5)
* Adjust Qazlal cloud generation behaviour.Steve Melenchuk2014-05-071-16/+8
| | | | | | | | Since clouds are displaceable, we don't need to only place them in open areas; instead we just don't place them next to other clouds (so that if they place in a corridor you can still autotravel through the corridor). Also don't place clouds on firewood to reduce spamminess.
* Qazlal: Elemental Adaptation.Steve Melenchuk2014-05-071-0/+79
| | | | | | | | | Taking damage from an elemental attack sometimes causes you to gain a temporary point of resistance in that element (overriding the other temporary resistances). This includes "earth attacks", i.e. physical damage, which give you a 3 AC boost. Thanks again to mikee for initially suggesting this idea.
* Qazlal: Storm Shield.Steve Melenchuk2014-05-071-0/+78
| | | | | | | | | | Starting at * piety, you gain bonuses to SH that increase with piety; fire/freezing/storm clouds will place near you with radius and frequency increasing with piety. At *** and ***** you gain RMsl and DMsl respectively. Clouds try to place only in relatively open areas so as not to block autoexplore; this behaviour might need some fine-tuning.
* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+20
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Remove piety requirements for Ashenzari identifying pluses on armour/weaponsChris Campbell2014-04-271-3/+0
| | | | | They're now always identified if that slot is cursed, rather than having hidden (and differing) piety breakpoints.
* Remove unused Ashenzari identification handlingChris Campbell2014-04-271-22/+0
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* Auto-id jewellery on equip.Shmuale Mark2014-04-271-39/+1
| | | | | | | | | | | | 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.
* Give 0.0 skill the same boost as 0.1 skill by AshPekka Lampila2013-12-311-1/+1
| | | | This way you can always see what skills are boosted in the skill menu.
* Schedule DNGN_ENTER_PORTAL_VAULT for removal; other related fixes.Adam Borowski2013-12-191-0/+4
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* Fix Djinnies getting some hunger related messsagesPekka Lampila2013-12-031-1/+1
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* Remove mpr_nocap().Adam Borowski2013-11-291-1/+1
| | | | | No particular reason, other than consistency. And all but two used wasteful double-conversion, so this is not a speed regression.
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-1/+1
| | | | | | | | | Also simplify quite a few cases. It turns out in >90% cases of non-literals the argument had .c_str(), which meant it was pointlessly malloc()ed and converted from and to std::string. I believe a sprintf is faster, so even the argument of miniscule speed-up doesn't apply.
* More formatting fixes for return (...);Neil Moore2013-11-151-2/+2
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-3/+3
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* Merge branch 'dwants'. Bring some Raid.Adam Borowski2013-11-061-1/+1
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| * Merge branch 'master' into dwantspubby2013-10-011-7/+7
| |\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/dat/des/variable/mini_monsters.des crawl-ref/source/enum.h crawl-ref/source/itemprop.cc crawl-ref/source/main.cc crawl-ref/source/mutation-data.h crawl-ref/source/mutation.cc crawl-ref/source/newgame.cc crawl-ref/source/ng-restr.cc crawl-ref/source/rltiles/dc-player.txt crawl-ref/source/spl-selfench.cc crawl-ref/source/throw.cc crawl-ref/source/tilepick-p.cc crawl-ref/source/wiz-you.cc
| * \ Merge branch 'master' into dwantspubby2013-08-311-12/+12
| |\ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/docs/crawl_manual.reST crawl-ref/source/abl-show.cc crawl-ref/source/dat/descript/ability.txt crawl-ref/source/delay.cc crawl-ref/source/enum.h crawl-ref/source/main.cc crawl-ref/source/mon-cast.cc crawl-ref/source/mon-gear.cc crawl-ref/source/mon-spll.h crawl-ref/source/mutation-data.h crawl-ref/source/mutation.cc crawl-ref/source/ng-restr.cc crawl-ref/source/ng-setup.cc crawl-ref/source/output.cc crawl-ref/source/player-act.cc crawl-ref/source/player.cc crawl-ref/source/species.cc crawl-ref/source/spl-data.h crawl-ref/source/wiz-you.cc
| * | | Create Formicid species and monsters.pubby2013-08-251-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Tavern post: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298 Wierdness & mutations: - poison weakness - retractable antennae (can wear headgear and ignore mutation) - chitin skin (+3 AC) - most weapons 1-handed, big weapons 2-handed - permanent stasis - ability to shaft self - ability to dig - Starts with 2 curing pots 3 monster versions of formicids were added: formicid, a weak fighter formicid drone, a stronger fighter formicid venom mage, a magician with olgreb's and mass cure poison [ Pushing to a branch for experimental playtesting on CSZO. Also optimised the new tiles. -nfm ]
* | | | Axe a buttload of useless #includes.Adam Borowski2013-11-031-1/+0
| |_|/ |/| | | | | | | | | | | Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests it's unlikely they're affected.
* | | Always id weapons on wield.Adam Borowski2013-09-221-3/+3
| | | | | | | | | | | | | | | Calculating pluses is a matter of hitting anyone several times and using a script to analyze the results. Plus, this is what armour does already.
* | | Use piety breakpoint in chei godpassiveChris Oelmueller2013-09-201-3/+3
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* | | Rename `che_stat_boost` to `chei_stat_boost`Chris Oelmueller2013-09-171-1/+1
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* | Fix code layoutChris Oelmueller2013-08-221-1/+1
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* | Fix some typos in comments and docsChris Oelmueller2013-08-221-2/+2
| | | | | | | | Also clarify one comment about weapon egos.
* | Replace 'you.penance' checks with function callsBrendan Hickey2013-07-281-1/+1
| | | | | | | | Replace you.penance[FOO] with player_under_penance[FOO].
* | Refactor 'you.religion' checks.Brendan Hickey2013-07-281-8/+8
|/ | | | | Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO). This change is part of a large plan to clean up religion.
* Retain autopickup status on staves IDed by AshPekka Lampila2013-05-211-1/+4
| | | | | This allows having autopickup pick up one of each staff type. Same trick is already used on jewellery.
* Boost Lear's by +28 AC, DEX+3, +CAST, -Curse.Adam Borowski2013-05-081-0/+8
| | | | | | | | | | | | | It's now a no-property hauberk (extended suit of chainmail) that covers all slots other than shield and cloak. At +27, it's roughly on par with maximally enchanted mundane plate plus ordinary helmet/gloves/boots (less GDR, better EV), winning at low skill levels. It's a great item early on, before you'd have a chance to gather enough scrolls. It's trounced by crystal plate, not to mention anything with brands.
* Add a missing space.Adam Borowski2013-05-081-1/+1
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* Fix various breakages caused by body armour EVP rescaling.elliptic2013-04-251-2/+2
| | | | | Bardings gave -7 EV instead of -2, Ozo's armour didn't work on leather, Jiyva stat action went crazy, etc.