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* Trim unnecessary #includes.Adam Borowski2010-01-131-1/+0
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* Amulet of stasis, first cut.Darshan Shaligram2010-01-111-3/+2
| | | | | | | | | | | | | | | Amulets of stasis blocks: - Teleport self - Blink in all forms - Slowing - Hasting - Paralysis - Petrify - Berserker rage The amulet auto-ids the first time it triggers. The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
* Make unknown potions of rage override clarity. Drugs > being focused > anger.Adam Borowski2010-01-071-1/+1
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* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
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* New (ranged) weapon brand: evasion.Jude Brown2010-01-031-0/+6
| | | | | | | This replaces "protection" on all ranged weapons, and will only generate on those. This commit also fixes shopping values for the new needle brands.
* Fix MP+X property in unrands (Mantis #294, Vandal).Jude Brown2010-01-021-7/+6
| | | | | | | | | | | | | | calc_mp() only seemed to be called when games are loaded, meaning that putting on the unrand Hat of Pondering did not cause the player's max MP to immediately increase. Saving and reloading fixed this. The same happened with removing the hat: the player's max MP stays at the same value as when the hat was worn. Saving and reloading also fixed this. Fixed this by calling calc_mp(), and also cleaned up the code slightly. It still doesn't seem to be printing the "Your magic increases/decreases" messages, however.
* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
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* Replace uses of disease_player with player::sicken.Vsevolod Kozlov2009-11-221-1/+1
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* Stop Deep Dwarf MP from regenerating with spirit shield.Jude Brown2009-11-221-0/+4
| | | | | | | | | Don't allow Deep Dwarves to use spirit shields as a free source of regenerating HP. However, this simply stops natural regeneration. Potions of magic, crystal balls, staffs of channeling, and other God powers (Makhleb, Vehumet and Sif Muna) are still acceptable methods.
* Delay adjustment for death's doorCharles Otto2009-11-151-1/+2
| | | | Also update 1 use of DUR_PARALYSIS I missed previously.
* Delay changes for corona, berserk, lev, and cflyCharles Otto2009-11-151-6/+4
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* Delay adjustment for might, brilliance and agilityCharles Otto2009-11-151-14/+4
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* On second thought abstract increasing/setting durations a little.Charles Otto2009-11-151-12/+6
| | | | Add (and use) player methods for setting/increasing durations.
* Use correct symbol in it_use2 (oops)Charles Otto2009-11-151-4/+4
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* Delay adjustments for invisibility and the shadow cardCharles Otto2009-11-151-4/+4
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* Convert some sources of temporary insulation to delaysCharles Otto2009-11-151-4/+8
| | | | Specifically potions of resistance and the helm card.
* Chei Fluff: * Ruininous Time -> Slouch * Better player titles Mechanics: * ↵Brendan Hickey2009-11-161-1/+0
| | | | Ponderous items stack * The ponderous brand can be placed on all armour.
* Rename SPELL_BACKLIGHT -> SPELL_CORONA, and relevant ZAP/BEAM/DUR.Jude Brown2009-11-121-2/+2
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* Quaffing an unided potion of berserk rage is "unintentional" berserk -- it ↵Adam Borowski2009-11-111-1/+1
| | | | matters for Che.
* Add major cosmetic fixesStefan O'Rear2009-11-071-4/+7
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* Vampiricism tweaks per FR#2892713Stefan O'Rear2009-11-071-2/+8
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* Move checks for the berserk state into actor::berserk().David Lawrence Ramsey2009-11-061-1/+1
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* Replace uses of player_is_airborne with you.airborne.Vsevolod Kozlov2009-11-051-3/+3
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Move rot_player() to player::rot() (Zaba)Adam Borowski2009-11-051-1/+1
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* Bracers of archery: 5,3 slaying for ranged combat, -1,-1 for melee.Adam Borowski2009-11-031-0/+4
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* Add minor cosmetic fixes.David Lawrence Ramsey2009-11-021-8/+10
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* Give +Invis the same treatment as +LevStefan O'Rear2009-11-021-0/+3
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* Removing +Lev items cancels levitationStefan O'Rear2009-11-021-0/+4
| | | | | Complete with removal-over-water blocking! Logic is very fiddly, don't trust it to not kill you.
* Extend potions of resistance to same duration as might. [FR 2885026]Adam Borowski2009-10-251-4/+4
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* Do nothing if unwielding a non-weapon artefactMatthew Cline2009-10-241-2/+4
| | | | | | | Fix a bug where wielding a non-weapon artefact would do nothing, but unwielding it would could change your stats, leading to permanent stat loss (or permanent stat gain). Now unwielding an artefact armor/jewellery which you accidently wielded has no effect.
* Don't use invisibility items when pointlessMatthew Cline2009-10-241-4/+25
| | | | | | | | | | | | | | | Since the game won't let you waste (known) scrolls or wand charges of teleportation if it's known that you can't teleport (you're wearing an identified artefact which prevents teleportation) do something similar for invisiblity: if you're haloed because of worshipping TSO then refuse to use known wands or potions of invisibility, and if you're glowing from magical contamination then prompt before usage (since the glow *might* wear off before the invisibility). Also: 1) add some informational messages about the interaction of invisibility and being backlit, 2) if you use-identify invisibility while haloed then just print a message, but don't actually get the invisibility duration.
* Move player_see_invis into player class.Robert Vollmert2009-10-221-1/+1
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* Clean up some unused #includesAdam Borowski2009-10-221-1/+0
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* Add missing Chronos conducts for hasting yourself, casting swiftness,Adam Borowski2009-10-211-0/+1
| | | | using weapons of speed and boots of running.
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Make default LOS configurable.Robert Vollmert2009-10-171-1/+2
| | | | | | Setting LOS_RADIUS in defines.h now works. Fixed a couple of things to allow this, including an apparent off-by-one error in crawl_view -- not quite sure this doesn't break anything.
* Naming consistency.Robert Vollmert2009-10-171-1/+1
| | | | | Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*.
* Add minor cosmetic fixes.David Lawrence Ramsey2009-10-161-4/+4
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* Fix bug [2874791], Merfolk stat change issuesCharles Otto2009-10-161-0/+9
| | | | | | | | | | | | | Fix some conditions causing permanent stat loss or gain for Mf with stat modifying boots. Unmerge boots when the player starts levitating or flying on a water square. Use move_player_to_grid in blink, semi-controlled blink, and teleportation. Also fix a bug where Mf could random teleport into solid walls.
* it_use2.cc: remove bad 'const' qualifier on variable declarationSteven Noonan2009-10-151-3/+4
| | | | | | This broke Visual C++ builds. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Amulet of guardian spirit, it comes as an amulet or a cap.Adam Borowski2009-10-051-0/+16
| | | | | | | | When worn, all non-poison damage will drain mana instead, hurting hp only after mana is depleted. The cap brand is intended only for a fixedart, but per dpeg's request, it will be generated on ordinary caps for now, as a test.
* A bug fix commit! (I didn't do one of these in a while...)j-p-e-g2009-09-131-1/+2
| | | | | | | | | | | * 2856912: being turned into a pig while berserk complaining about being "too berserk" when unequipping the weapon * 2849963: shields working even when melded * 2845355: melded equipment not being affected by remove curse * 2836148: disallow toggle_with_I if you've got a spell on 'I' git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10671 c06c8d41-db1a-0410-9941-cceddc491573
* Commit several patches:j-p-e-g2009-09-131-0/+44
| | | | | | | | | | | | * patch 2849505 by weyrava: make submerged monsters use the correct colour * patch 2857771 by caotto: another Feawn update * patch 2838771 by camedo: add potions of brilliance/agility * BR 2841651 by bookofjude: allow Merfolk to control-tele into deep water Now we need tiles for the new potions! git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10669 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 2822832: temporary brands not being removed when thrown with LRET_FUMBLEDj-p-e-g2009-07-201-1/+1
| | | | | | | | | | | | | | plus: thrown weapon permabrand being removed when DUR_WEAPON_BRAND is active plus: double messaging of "You are now empty-handed." Fix 2810517: Added a pre-ability requirements check that handles Lugonu's enter/exit abyss, berserking, recite, breath attacks and some more. If the requirements aren't met, the check fails before the success check, thus no turn is wasted. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10360 c06c8d41-db1a-0410-9941-cceddc491573
* * Moved most hard-coded non-standard unrandart behaviour to art-func.h,zelgadis2009-06-271-35/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | specifically code for equipping, unequpping, an equipped unrandart doing something every time world_reacts() is called (special wield effects), melee hit effects, and evoking. Left hardcoded outside of art-func.h: * Sword of Cerebov temproarily downgrading the defender's fire resistance. * Staff of Olgreb boosting poison spells, as if it were a staff of poison. * Vampire's Tooth always getting maximal vampiric drain. * Mace of Variablity's initial pluses being chosen at creation time. * Since what used to be special wield effects is now handled very differently, noisy weapons and the lantern of shadows effects are handled with player attributes rather than SPWLD_NOISES and SPWLD_SHADOW. * Unrandarts can now have an elemental colour for their colour (currently only used for the Mace of Variability). * Unrandarts' value modification, being special, and being evil are now handled in art-data.txt rather than being hardcoded. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10055 c06c8d41-db1a-0410-9941-cceddc491573
* Replace "is_random_artefact()" with "is_artefact()" in a few places wherezelgadis2009-06-251-3/+3
| | | | | | | | this was missed, and add checks for unrandart and special unrandarts where applicable. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10044 c06c8d41-db1a-0410-9941-cceddc491573
* Remove "#define SPWPN_FOOBAR UNRAND_FOOBAR" backwards compatibility forzelgadis2009-06-251-5/+4
| | | | | | | fixed-art brand_type enumerations. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10041 c06c8d41-db1a-0410-9941-cceddc491573
* First part of the merger of fixed artefacts into unrandom artefactszelgadis2009-06-251-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (further changes will be much smaller). Breaks savefile compatibility, and bumps the major savefile version up to 6. Some changes made to some tiles files, but it hasn't been tested with a tiles build. Overview of changes: * Unrand artefacts are now defined in art-data.txt and is turned into C code via util/art-data.pl. This has the dual advantage of being more readable by humans, and that if the unrand data structure changes then you can just change util/art-data.pl and regenerate the C code rather than having to change some 70 different C structs by hand. * util/art-data.pl automatically updates NO_UNRANDARTS, and also automatically generates an enumeration of all the unrands which are equal to their item.special field. * randart.cc and randart.h have been renamed to artefact.cc and artefact.h, since the files covers all types of artefacts, and the differences between randarts, unrandarts and (former) fixed arts have been minimized since the terms were introduced. Also renamed unrand.h to art-data.h * The brands and resistances of former fixed arts are now handled via artefact properties, but the rest of their special behaviours are still hardcoded. * Unrandarts are now distinguished between normal and "special", with the special ones currently just being identical to the list of the formed fixed arts. Special unrandarts are randomly generated less often than normal unrandarts, can be generated in the Abyss if they've been lost, can't be picked up by monsters, and can't be affected by Tukima's Dance. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10035 c06c8d41-db1a-0410-9941-cceddc491573